Oedipus_Tex

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  1. You could go several ways.

    I personally usually elect for Ranged defense on most Controllers for one main reason: if the enemy is shooting you, its probably because it was outside your AoEs. How often this happens to you depends on what content you play.

    A soloist Storm character also always has the option to turn on Hurricane if things get too hot at melee... not a whole lot you can do for the ranged enemies if they are spread out.
  2. Quote:
    Originally Posted by je_saist View Post
    I suspect that Dominators would not receive an identical set to Illusion Control if the decision was ever made to proliferate the set.

    I think its a coin toss. I definitely don't think it would be too weak on Dominators. Arguably too strong... arguably. Ironically I'm not sure its Dominators or Controllers who really have to worry about Illusion Doms, so much as it is Blasters. But it could go any direction depending on which devs handle it and what their thought processes are.
  3. Under those conditions I wouldn't change anything.

    I expect a lot of abandoned Controllers once/if Dominators get the set though. Thats not necessarily a bad thing. Controllers will still be better at killing a few hard things and support. Dominators would/will do so much damage they'd be able to blow through those enemies eventually, and be a lot more able to kill standard enemies.
  4. There are a lot of ways you can go, but my initial advice is to plan on the Primal APP. Power Boost is already a good power, but on Force Field its now more or less required because of AoE shields.

    Here is a starter build to play with. I assume you will be chasing Cardiac Alphas.

    On this build you'd want to hit Power Boost a lot. It boosts your own protection up to almost the softcap to everything. You also have excellent slash/lethal resistance.

    Several powers could be dropped or moved around depending on what you want. I went with Force Bubble/Assault on the assumption you'll be doing trials with this character. You could also drop the Fighting pool if you want to try to make up the lost protection elsewhere.

    Build cost is fairly low. Some of the purples aren't cheap but those mainly contribute recharge not defense. Do hero missions for the LoTGs. Note I slotted the shields with only 1 Defense and not 2 because when Power Boosted its a difference of about 1%. People vary on whether to slot that aggressively.

    Recommended incarnate powers with this build:

    Destiny: Clarion Radial Epiphany (+status boosts) (it will boost your personal defenses as well, and boost your shields to around the point where other players are incarni-capped inside your big bubble).

    Alpha slot: Cardiac.

    Any Judgment or Lore. You will get a lot of use out of Lore because your pets will be more or less unhittable.


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Force Field
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Primal Forces Mastery
    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), Dmg-I(11), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), HO:Perox(39)
    Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 2: Deflection Shield -- LkGmblr-Rchg+(A), DefBuff-I(3)
    Level 4: Stone Cages -- GravAnch-Hold%(A), TotHntr-Dam%(5), Posi-Dam%(5), Acc-I(7)
    Level 6: Quicksand -- ImpSwft-Dam%(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Insulation Shield -- LkGmblr-Rchg+(A), DefBuff-I(11)
    Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-ToHitDeb%(13), Amaze-EndRdx/Stun(13), Amaze-Acc/Stun/Rchg(15), Amaze-Acc/Rchg(15)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(40)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(17), RedFtn-Def(17), RedFtn-EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37)
    Level 18: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(19), DarkWD-ToHitDeb/Rchg(19), DarkWD-ToHitdeb/Rchg/EndRdx(36)
    Level 20: Dispersion Bubble -- RedFtn-EndRdx/Rchg(A), RedFtn-Def/EndRdx(21), RedFtn-Def(21), RedFtn-EndRdx(31), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def/Rchg(36)
    Level 22: Stone Prison -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(31)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-KB%(40), Stpfy-Acc/EndRdx(48), Stpfy-Stun/Rng(50), Stpfy-Acc/Stun/Rchg(50)
    Level 26: Volcanic Gasses -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(29), UbrkCons-Hold(29), Lock-%Hold(31)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def(40), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(46), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(48)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34)
    Level 35: Assault -- EndRdx-I(A)
    Level 38: Force Bubble -- EndRdx-I(A)
    Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), Aegis-ResDam/EndRdx(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(3)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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  5. I think I'm a freak. I never read the mission text except whats in the little window. I played the competitor's game with the voice overs and found myself clicking through it as fast as possible.

    Its not that I don't like stories, I just tend to ignore them in this type of environment. I feel like it's all instanced and "unreal" in a way. Back when I was playing online games with "shared realities" so to speak I did pay attention.

    As for the highest level of involvement I've had in an RPG, that would in the game that almost rhymes with Walter's Fate 2. Particularly the dream scene where an extremely unscrupuluous archmage gave a certain speech about life and death... I've never wanted to slay a boss villain more.


    Video (possible spoilers):
    http://www.youtube.com/watch?v=5Rv7Pti47UA
  6. Oedipus_Tex

    Yes yes yes!!

    Not going to take the bet but I'd put the answer somewhere around "unlikely, but possible, and I hope they do it." It would give the set a very different and interesting feel, and the power isn't too far gone from Psi's self heal.
  7. Did we just get into a discussion about trials needing to be boring in order to limit the number of people who complete them and how quickly...?

    (I only half jest. Such discussions are common on 'crafter' boards in MMOs, where its regularly argued that crafting should be a drag or else everyone will do it.)
  8. Well, I think that on any forum devoted to a particular brand, people who are critical of that brand are going to face a degree of hostility. Sometimes a person who is just mildly displeased can be pushed into a much more confrontational mode. That's not to say every complaint has merits, but the CoX message boards are, to me at least, a very frightening place to post suggestions. Even people on the outskirts of the community want to be liked; finding out (or feeling like) they aren't part of the "core group" can be a hurtful shock to them.

    But it is also more or less the case that you are likely to get a discussion started by posting something bombastic and confrontational than something mild. Any thread I've ever started that praised an element of the game was gone from the main page within a day. I bet if I put some effort behind it I (or anyone) could write something to keep the boards cracking for weeks. One time I off-handedly remarked in a sentence that I thought a certain powerset was overpowered, and got probably 15 replies from people telling me I was an idiot; that was the last time I was willing to broach that subject.

    I tend not to share a whole lot of info about it, but for a brief time I was a gamemaster for a subscription based online MUD. It was a volunteer position that lasted a year for a game with about 7,000 subscribers or so, and probably anyone who works at a "real" MMO would think of me as a developer-newbie. Anyway, probably the biggest adjustment for me was learning that the developers (at least in this case) are just as conflicted, passionate, and divided in their opinions as players are. A well managed game keeps these discussions behind the curtains. But part of the reason player forum discussions can be helpful is that, contrary to what many players believe, the developers are usually not in agreement on the best course for the game; project managers make a lot of those decisions, with buy in from players and their own staffs.

    [EDIT: One thing to add here, one major piece of advice to take home from the perspective of a former gamemaster: never, ever, ever type anything in a private chat you wouldn't want the world to see. I don't know if its true of CoX, but in games in general, online gamemasters can see what you type. You may think there are none around or they couldn't possibly be watching you, but in one year I saw enough dwarf-on-lizardperson action via /tells to write a... well, a very long book about the lives of dwarves and lizardpeople.]
  9. I also think people need to ask themselves whether they are upset about what other people think, or the fact that they care to share it. Speaking purely for myself, there's nothing I've said about the incarnate system I wouldn't have written in a game review, and I think the 65/100 or so we scored in reviews of Going Rogue was pretty much spot on. We do have wonderful developers, but that is not the same as a perfect game, or even necessarily a game I will want to stay in forever.

    If I believed everything I've read in video game forums, every game would simultaneously be superior to its competitors and at the same time every change or failure to change would result in its anihilation. Frankly, the CoH boards are Disneyland compared to what carries on elsewhere. Unfortunately, sometimes the "complainers" are right, even if only partially so. (Check out the [edit: Competitor 1] and [edit: Competitor 2] boards for illustrative examples--places, I might add, that any of us would have been ripped on had we tried to say CoH did it better. Even though it did.)

    Anyway, if we're going to talk about the psychology of habitual complainers it may be helpful to understand the psychology of the "true fan" as well. They are more or less cut from the same cloth in the sense that both believe they represent what is "right" and "good" about the game/brand/service. Neither is able to walk far from the chosen brand, and both are simultaneously an asset and a liability. I've read before that you can't make a completely successful brand without haters. Companies like Apple and Microsoft seem to have taken that ball and run with it.

    In any case I think assuming either type is bitter or miserable in their real lives is a mistake. It might be true of a few people, but for a lot of others there is a disconnect between harshness of words and their actual feelings. And most games would probably do financially better from players who are emotionally engaged anyway. Its when players dissociate completely, negative or positive, that you have to really worry, because those people are much more difficult to win back.

    [EDIT: Addendum--the other factor that keeps some people around tends to be the "sunk cost." This is why the game that rhymes with CoW is so hard to unseat and veterans awards, levels, guilds, and relationships are so attractive to resubscribers--the thought is 'I've already invested this much, I might as well invest more."]
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    Doing the content doesn't unlock any more content. It gives you rewards. If you want those rewards, you have to do that content. It's that simple, and there's nothing wrong with that.

    For now. Let's see what comes out in the future. I'm not interested in ripping on you because I know you're a decent guy. Time will tell what the future brings.
  11. Quote:
    Originally Posted by Dechs Kaison View Post
    I ran at least 4 a day (two of each trial), sometimes more, for a week solid. That's only two separate events, being repeated at least twice each day for seven days. Take any two roller coasters in the world, ride each of them twice a day for seven days. Eat the same two meals for lunch and dinner each day for seven days.

    If anything, that I didn't get bored sooner is a bolster to my argument.

    Which is why you don't have to ride the roller coaster 30 times to get to the other attractions.

    Basically the trials are the mission equivalent of the old Speed Boost--"balance by frustration." It's not that they are that difficult, they just require a very specific approach to the game. The fact that that the irritation of performing that action is what keeps people in check leads to the predicted outcome: irritated people.
  12. Quote:
    Originally Posted by Dechs Kaison View Post
    You know, I got bored of the trials within about a week of playing them with my tank and Mastermind.

    I unlocked three slots and had a Tier 3 destiny, T2 Judgement and T3 Interface on my brute who had only set foot in one trial. WSTs are a wonderful thing. If you don't want to do the incarnate trials but want the incarnate goodies, it can be done.

    All those defenses of the incarnate rewards system are valid. If you want the rewards, you have to engage in the content. There are other ways to get these rewards, and while they're less efficient, they're not terribly so. If you want to switch alignment, you have to do tips. There are no alternate paths for this. I wonder why hasn't this issue been brought up?

    Whatever Dark Armor sucks.

    More seriously, I think admitting its boring and you dont want to play it kind of defeats the point of the argument.
  13. Quote:
    82% recharge, 42% def ranged, 42% def smashing/lethal, 28% aoe?
    Without seeing the build, this one.

    Although I'd be looking to drop the S/L defense armor for S/L resistance.

    The Psi APP is also really, really good for both Fire and Storm, with -recharge to stack with your other powers, mezz protection to keep your defense from detoggling when you get held, and extremely good psi defense (much better than most actual melee characters).
  14. I'm amused by defenses of the incarnate system that tell you not to play the incarnate system.
  15. Quote:
    Originally Posted by DarkCurrent View Post
    Exactly. This means illusion is NOT being proliferated and quite possibly no dark assault either (as it is as 'low hanging fruit' as the new blaster dark manipulation). And if neither is being ported/added, then that needs to be explained sooner than later.

    This is ridiculous that doms are supposed to sit quietly and wait for whatever 'exciting' news comes their way in a few months. Meanwhile everyone else gets to play with new sets. Hurray!

    And if it's some new control set, you know it'll be shared with controllers, who'll then have 9 primaries to our 8 and something like 11 secondaries to our 8. So they'll have yet another bone thrown their way.

    I'm tired of having to wait for new sets until either blasters or controllers get theirs. Therefore, I am protesting this proliferation news.

    Do you really sit around angry that if a new Control set is added, Controllers will also get it? And in what way exactly are you prevented from playing a Controller yourself?
  16. Quote:
    Originally Posted by VoodooGirl View Post
    Thank you for that Definitely going to look into reslotting my enhancements - although I was checking the market for some of those recipes/enhancements - yikes! That's gonna take me some time.

    As for taking Melt Armor - I take it for the Defense Debuff factor, which I use in combination with my secondary attacks, which all mostly defense debuff as well. Fireball I tried but didn't do much for me.

    The thing about defense debuff is it typically doesn't do a whole lot at high levels. It's not completely worthless, but it's not really that needed. It does help Confused enemies hit each other, but with all the -Defense in Thorns, I doubt it matters much.

    Do you prefer melee? Playing at Ranged? How attached are you to these power picks and the Fire APP? I could make changes here and there to improve the build but I am not sure what your cutoff points are.

    In terms of shopping if you do decide to IO out, consider a layered approach. You don't have to buy everything in one trip. Basically, break it down from cheapest to most expensive. Buy the recipes in Steel Canyon and then craft them at the university--generally avoid buying pre-crafted IOs unless you are loaded with cash. The current build could be approached like this:

    1) Thunderstrike, Red Fortune - for a good clip of Ranged defense right away. Each recipe should cost about 1-2 mil.

    2) Doctored Wounds, Cleaving Blow, Crushing Impact - relatively cheap yellow recipes with inexpensive salvage requirements. Prices vary a lot.

    3) Expedient Reinforcement, Positron's Blast - orange recipes that require 1 piece of rare salvage each (~2 million). If you can't afford the salvage, play some AE missions and buy it with tickets. It costs 500 tickets or so for each salvage piece.

    4) Steadfast Protection - about 45 million, but worth it if you decide to chase high Defense.

    5) Coercive Persusasion - Cheap by purple standards but still expensive. Very, very much worth it for the bonuses. Purple require lots of salvage but again remember the AE.

    6) Basilik's Gaze - really expensive, especially the quad. You can save some money at the cost of effectiveness by slotting the End/Recharge/Hold if you want.

    7) Miracle +Recovery - about 60 million if I remember right. Probably not entirely necessary depending on your endurance usage and alpha slotting (which IMO could be greatly improved by moving from the +accuracy one to +recharge or +endurance reduction).

    8) Luck of the Gambler: Do not buy these on the market. Run hero or villain missions and pick them up with merits. They cost 2 alignment merits each. You can also buy them for 200 regular merits. These are very very much worth it, as you will see if you ever become a perma-Dom. They take work to earn but are a great goal to set for yourself on characters you really like. If you buy more than you really need, you can also use them to help finance other purchases--they sell for 100 million or more on the market.

    You don't have to follow this order exactly--if you can pick up a recipe for cheap early on, go ahead and grab it. For the more expensive pieces one thing you can also do is place low or mid-ball bids in the auction house and let them sit while. You lose nothing if the order doesn't fill, and if it does you get a nice IO for cheap. Extra influence sitting in your bank account is worthless to you really.
  17. Shiver is really not a mainline control power IMO... it's sort of akin to Quicksand in Earth Control. It's not terrible but having been on teams with Ice Controllers who tried to use it as their "main" control source I've always felt like the team was eating way more damage than they should have to. In the case of Ice/Storm I can see how you could fall back on the Storm powers solo, but on a team all that knockback is often harmful.
  18. Quote:
    Originally Posted by Jibikao View Post
    Can you imagine the "cry" if Dominator's Illusion Control is a nerfed version? :P

    If they eventually decide to nerf Illusion, troller's version will be nerfed as well. It may get a modified version with an immb or some sort. This is pure guess of course. I do enjoy having more diversity in each powerset and Illusion is unique enough. Hopefully they don't mess with that uniqueness too much.

    I doubt they would nerf Illusion Control [edit: on Controllers] directly. At best they might continue what they've done up to this point, which is 'rebalance' it by changing the nature of hard targets.

    Anyway, they are sort of stuck. If they nerf Illusion Control for Dominators, they will have to hear about it. If they don't, they will have to deal with quasi-Blasters with perma-mezz protection, Phantom Army, and access to broken APP powers like Sleet that were ported but never modified versus the version available in buff/debuff sets.

    [Dominator Sleet, however should be nerfed. It is supposed to be somewhat worse than the "true" version of the power according to APP and PPP rules but was never modified. The issue here isn't just that it competes directly with Controllers/Defenders as it is the fact that its loads better than most of what else is available in the APPs/PPPs for Dominators.]
  19. Quote:
    Originally Posted by Zombie Man View Post
    My take on "X Set will be OP on MMs!" is this:

    MMs can currently team up with a Defender or two or three that has that set. This means their pets can already be buffed with the strongest version of those buffs.

    Why is *that* not OP but if the MM had the weaker version of those buffs, it would be?

    For the same reason a Defender is allowed to have Force Fields they can put on a resistance Tanker who has no defense? For the same reason a Fire/Emp Controller can receive mezz protection and AB from another Emp but not just apply it to himself? I don't think its a controversial statement to say these sets don't work the same across archetypes.
  20. Propel is trash on an IOed Controller as well. It is easily among the worst attack powers in the game due to its animation time. It's not just that you could use those 3.5 seconds to stack other attacks up to equal or higher value, but that it's 3.5 seconds you're rooted and committed to that one action. This is why straight up DPA measurement doesn't tell the full story (Energy Melee is in a similar but slightly less dire situation).
  21. Illusion Control does not need to be buffed for porting over to Dominators. That's not to say they won't do it, but it doesn't need it. It may in fact need a nerf.

    If I were a developer, I would be extremely cautious with a couple of ports. Traps Controllers and Cold Masterminds are two. Illusion Dominators would be third.
  22. Ok I gave it a shot but haven't come up with anything particularly impressive. I feel that, in general, Dominator sets that feature both melee and ranged tend to force your hand in terms of slotting. I would pick one or the other and stick with it rather than try to do both.

    General comments:

    - Many of the attacks in the original build lack damage slotting, make sure to change this if nothing else.

    - Never (well, almost never) put more than two lvl 50 IOs of the same kind in a power. Especially not accuracy on a character with accuracy alphas and -defense in her attacks.

    - Hasten is a borderline required power. Just the 3 second gap between Seeds can be a life saver.

    - Fireball is generally a much better power for Dominators than Melt Armor. In fact, skipping Fireball should be criminal.

    - Fly is almost always a wasted power unless you are just picking it for flavor reasons.

    - Stealth and Invisibility can generally be replaced with Super Speed and a Stealth proc.

    - Thorn Burst has a very long animation. It would be my first pick to drop from the build.

    - If you keep Thorntrops, consider slotting it for damage procs.



    Here is as far as I got working on what my version my look like. Perma-dom (barely) with 35% ranged defense. By dropping a few powers and reorganizing, I could do a lot better, but I didn't want to stray too far just yet. If you do decide to go with just one epic AoE, consider switching to the Psi APP and take Psionic Tornado.

    Luck of the Gamblers are expensive but obtainable with low-ish effort by running hero and villain tip missions here and there. The other expensive piece is the Basilisk's Gaze quad, which usually costs around 100 million.


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Voodoo Girl: Level 50 Magic Dominator
    Primary Power Set: Plant Control
    Secondary Power Set: Thorny Assault
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Fire Mastery
    Villain Profile:
    Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7)
    Level 1: Thorny Darts -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(17), Thundr-Dmg/EndRdx(19)
    Level 2: Skewer -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Dmg/EndRdx/Rchg(29)
    Level 4: Fling Thorns -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
    Level 6: Roots -- Posi-Dmg/EndRdx(A)
    Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Conf(11), CoPers-Conf/Rchg(13), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(15)
    Level 10: Impale -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(50)
    Level 14: Hover -- LkGmblr-Rchg+(A)
    Level 16: Aim -- RechRdx-I(A)
    Level 18: Vines -- BasGaze-Acc/Rchg(A), BasGaze-Acc/Hold(21), BasGaze-Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(23), EoCur-Acc/Hold/Rchg(25)
    Level 20: Spirit Tree -- Dct'dW-Heal/Rchg(A), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Heal/EndRdx(31), Dct'dW-EndRdx/Rchg(31), Dct'dW-Rchg(34)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(40), RedFtn-Def(42), RedFtn-EndRdx(45), RedFtn-EndRdx/Rchg(48), RedFtn-Def/EndRdx/Rchg(50)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-ResKB(27), Zephyr-Travel/EndRdx(40)
    Level 26: Carrion Creepers -- Empty(A), Empty(27), Empty(37), Empty(37)
    Level 28: Thorntrops -- RechRdx-I(A)
    Level 30: Super Speed -- Zephyr-ResKB(A)
    Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Ripper -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Dmg/Rchg(36)
    Level 38: Thorn Barrage -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(42)
    Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(48), Posi-Dmg/Rchg(48)
    Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(50)
    Level 47: Rise of the Phoenix -- RechRdx-I(A)
    Level 49: Fire Shield -- S'fstPrt-ResDam/Def+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(5)

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  23. In terms of power picks it isn't bad. I'm confused by some the IO selections. Are you using mostly "found IOs" and just odds and ends that you find without wanting to do a lot of shopping?

    I'm going to work out a build I would use if I were doing moderate price shopping, which may be useful for developing a half way point to use for the character.
  24. Oedipus_Tex

    No Traps :(

    Traps is going to require some sanitation before they port it. I'm pleasantly surprised to get Poison. I was expecting Pain Domination, which is probably the easiest of the remaining ports.
  25. Quote:
    Originally Posted by Olantern View Post
    No one is going to be influenced by my opinion. I affect development of this game no more than I affect the production of any other product I choose to buy. All I do is choose whether to consume the end product. Writing an angry (or positive, for that matter) letter is not going to change things. At most, it might make a moderator angry with me. Certainly, it won't affect what a developer who is in no way beholden to me does.

    I can't state the preference of all of the developers, but in my experience with development and product support, not saying anything is the worst thing you can do. You have to be even-handed about how you go about it but from experience as a game developer, players almost always know the game better than the actual developers do. The developer still sets the direction and has to understand balance and technical requirements, and has a full view of the code, but in a lot of ways this actually hinders his or her ability to see the game as it is rather than what they intended or what it could be.

    EDIT: I will extend that statement further. The users of software products almost always know the product better than the people who develop it.