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Posts
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Joined
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If you have a freespec and a trial respec and you respec, which one is used first?
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I don't really do much RP.
However I do create concepts for my characters and choose powers that fit the concept. Avoiding powers that don't fit the concept, even if they would be better for my character.
I also write small backstories or bio's. However I've never really been able to get into hero RP. -
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I've been doing some testing today with the custom powerset thing in the MA, but it seems as though the AI is borked for the custom mobs I've been testing with. I have one boss that's Fiery Melee/Pain Domination that never uses any of their Pain Domination powers, and an Earth Control/Regeneration boss that never uses Moment of Glory, no matter his HP. Has anyone else noticed this at all?
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It depends on their level. Custom mobs wont use their high level powers at low levels, even if you have granted them in my experience. -
I'm about 400 inventions away from my table, can't wait!
Yes, I have all the badges except the "craft 1000 IO's" one, bugger ;-) -
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Emp sux. get a real secondary
Gravity is fine, at the bottom of the heap. Its unwieldy doesnt mesh well with itself is toolboxy without any awesome..... leave it alone otherwise the devs will make all the other sets just like it
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I don't think that is true, saying that Gravity needs improvements does not mean the devs will nerf all control sets to be equally as bad. I think its pretty clear Gravity could use a few minor tweaks. This thread has spawned many good ideas as well. -
Although there may be some merit behind the complaining, I can't help but think that people usually complain that AV's are nothing more then "whack 'em down". However once they encounter an AV where that doesn't work and you might have to use some kind of stratergy, they chalk it up to a stupid and broken encounter because they can't auto win. Amazing. ;-)
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After playing around with my new issue 15 confuse, all I have to say is "Just Perfect"! Goes to show, that the devs do listen to feedback, if it is presented in an accurate and informed manner ;-)
For those that don't know, Mind Control's single target confuse called 'Confuse' had its activation time almost halved to match deceive. Super.
If you remember how long the old version used to take to work, I strongly suggest you try it out again. -
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Not wanting to rain on your parade, but...
This idea has cropped up quite a few times over the years. It's an interesting one, but runs into a few key sticking points.
* The confused pet would have to suddenly adopt a pet-like AI so it could follow you around. I can't see the dev's wanting to code all that for one power, since it raises lots of fun questions like 'what happens to the AI when it wears off?'
* It'd come at the expense of something Mind already has, which would mean making significant changes to people's already-existing characters.
* Mind has done fine without a pet for years now.
The concensus usually comes out as 'it's nice having a set that doesn't have a pet, if you want a pet for a controller pick any one of the other sets'
Illusion works very well for the psychic-types who want a pet.
I think I got the general summary of how these posts usually work out. Let see if this one goes in any different direction.
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Thats all true, but screw it - its still a good idea.
Yes, mind has done well without a pet, but that doesn't meen it wouldn't do better with one.
Yes, the thing would be hard to code, but far from impossible. ANd yes you would have to be careful with when it wore off, but there's nothing wrong with that - requiring players to think is a good thing.
The bigget sticking point is what powers you would remove. As others have surely pointed out (I havent read most of the thread), Mind is rare, and blessed, in that it doesn't really have any "if you take this power, you are an idiot" options, or redundant powers, that could be easily eliminated to make room for something cool and loose little in the equation. I tend to think Telekinesis is the obvious choice (MH would be a second place idea, but the doms running the LRSF would muder us in our sleep). Its useful, but only situationaly useful, and it requires a lot of practice to use decently. Ironically the current tier 9, Mass Confusion, would be terrible to remove and replace wiht this, since cycling MC and TD is the only way a mind controller can achieve the every-battle hard control that most Controllers and Dominators take for granted with their stuns.
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I disagree with you on many points. I think people who don't like Mind Control should stop trying to suggest stupid things and find a set they do like. The game has plenty of control sets available, if you want something with a pet or a more "cookie cutter" style of controlling you don't have to look very far. -
Personally I thank the devs that I don't have to log on every day and baby sit some over hyped, low damage, simple minded companion which only serves to make me look weaker for my reliance upon him.
In all seriousness, the idea of proper "Mind Control", as in charming an enemy to fight for you, long term is a good one but something that has been suggested many times and will unlikely ever happen. The way I would like to implement it, is that we get the ability to charm any minion we choose and then have a seperate power to summon as we desire.
Having said that, Mind Control is not lacking, if I could think of a tier 10 power, I could be more imaginative then a pet. Mind's defining style IS being the petless controller. They fight alone and don't need a companion. -
It fooled me, I always thought that mental blast would be a super attack, but I quickly realised it does the same damage as dominate and mesmerize once I got it. Oops!
Perhaps the lure of these attacks goes back to the old days when people thought it was bad play to slot controlling powers for damage. So they threw us normal blasts at the same damage which people would slot for damage and go, hey, they can actually hurt! >_> -
Thanks Felecia, but I think you missed the point of the thread. Please reread my original post and also consider how much your happiness with empathy is dictating your happiness with gravity ;-)
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Procs in toggles have a chance to fire every 10 seconds. For example there is a proc in stamina you can put which gives a 20% chance for +10 endurance.
Also Freezing Rain operates similarly, has a chance to proc at the start and also 10 seconds in. -
It's a pretty tight build, I wouldn't reccomend switching anything but the travel powers or the EPP, although psychic EPP is thematically too tempting for me, despite its drawbacks.
If you want Snow storm, you could swap out O2 boost for it, which has a questionable use depending on who you team with and how often. I haven't really got any experience with it, but it seems more like an AV power. -
Try this build, I have reduced it to just IO's and removed all sets, but this will happily get you to 50. It is great solo and excellent on teams.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Mesmerize -- Dmg-I(A), Dmg-I(5), Acc-I(9), Dmg-I(11), Acc-I(15), RechRdx-I(36)
Level 1: Gale -- Acc-I(A)
Level 2: Dominate -- Acc-I(A), Dmg-I(3), Dmg-I(3), Dmg-I(5), Hold-I(7), RechRdx-I(7)
Level 4: Levitate -- Acc-I(A), Dmg-I(9), Dmg-I(11), Dmg-I(13), Acc-I(13), RechRdx-I(37)
Level 6: Confuse -- Acc-I(A)
Level 8: Mass Hypnosis -- Acc-I(A), RechRdx-I(15), RechRdx-I(19), RechRdx-I(19), Sleep-I(34), Acc-I(36)
Level 10: Air Superiority -- Acc-I(A)
Level 12: Swift -- Run-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Freezing Rain -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Total Domination -- Acc-I(A), Acc-I(23), Hold-I(23), Hold-I(25), RechRdx-I(25), RechRdx-I(27)
Level 24: Steamy Mist -- EndRdx-I(A), EndRdx-I(31), ResDam-I(37), ResDam-I(37), ResDam-I(43)
Level 26: Terrify -- Acc-I(A), Acc-I(27), Dmg-I(29), Dmg-I(29), Dmg-I(31), RechRdx-I(31)
Level 28: Thunder Clap -- Acc-I(A), Acc-I(42), Dsrnt-I(43), Dsrnt-I(43), RechRdx-I(46), RechRdx-I(46)
Level 30: O2 Boost -- Heal-I(A), Heal-I(36), Heal-I(40)
Level 32: Mass Confusion -- Acc-I(A), Acc-I(33), Conf-I(33), Conf-I(33), RechRdx-I(34), RechRdx-I(34)
Level 35: Hurricane -- EndRdx-I(A)
Level 38: Lightning Storm -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), Dmg-I(39), Dmg-I(40), Dmg-I(40)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 44: Mental Blast -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45), Acc-I(46), RechRdx-I(50)
Level 47: Psionic Tornado -- Acc-I(A), Acc-I(48), Dmg-I(48), Dmg-I(48), Dmg-I(50), RechRdx-I(50)
Level 49: Tornado -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
As I can't seem to edit the original post, here is an update:
[u]General[u]
i) Bring Wormhole to level 12, push Dimension Shift up to 26.
ii) Bring Wormhole to 18 and push Gravity Distortion Field to 26.
[u]Lift[u]
i) Turn lift into an AoE power.
ii) Turn lift into a cone power.
iii) Increase the damage to match levitate.
[u]Propel[u]
i) Make this power a cone power
[u]Dimension Shift[u]
i) Turn this power into a toggle.
ii) Make the power single target and give Gravity an alternative AoE control power.
iii) Turn this into a self toggle, so the player becomes intangible.
[u]Gravity Distortion Field[u]
i) Reduce recharge from 240 seconds to 120 seconds. (To compensate for lack of alternatives.)
[u]Wormhole[u]
i) Lower the activation time of Wormhole to something more reasonable.
ii) Increase the radius of wormhole to match other powers with similar effects.
iii) Consider turning the knockback to knockdown, atleast when unslotted.
[u]New power to replace Dimension Shift[u]
i) Location Targeted Knockup field. (Kind of the reverse of Ice Slick) Working title: "Reverse Gravity Field"
ii) Targeted AoE Knockup.
Lets keep this thread alive guys, as stated in the original post Gravity is a very cool and unique set to CoX, it would be lovely to make it effective and fun again like it was in the early days before anyone even thought about effectiveness. Also, please no suggestions for the return of "Fold Space" -
And where is the WEATHER?! I've never seen it rain, except for the puddle I constantly make with freezing rain.
Random idea - when I cast freezing rain, the whole zone should rain >_> -
I just did a mission from Tina at portal corps where all the citizens turned mad because time was sped up, and night and day only lasted 3 hours. Funny eh?
My point of view, if it matters, is they should just slow the cycle down a bit. City of X looks so beautiful at different times of the day and supports day, night, dusk and dawn. So why have all these beautiful scenes if they only last mere moments so that we can get back to daytime. -
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Earth and ice's AoE immobilize powers do better damage over time than terrify. Mind is last place in AoE dps.
Not even getting into the fact that getting and keeping containment set up for mind is also tougher, which affects things like the epic AoE attacks.
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There seems to be a lot of confusion here, pardon the pun.
Firstly, terrfiy is a good source of AoE damage. Saying otherwise means you haven't played with it properly. Its only downside is the long recharge. Terrify does the same damage as Dominate and Mesmerize, so when slotted for damage it is a good early source of AoE damage, available from 26. (My slotting is 2acc, 3dmg, 1rech)
Saying that the AoE immobalize do better DPE is silly. Even if they do, they do so low damage it is pointless to waste slots.
Secondly I don't see why people think that the absence of a pet makes Mind so much harder to solo after 32. I've never been that impressed with the quality of controller pets, especially having to babysit them and go out of your way to get them to work right. Exceptions to Singy and Fire imps of course.
With levitate, mesmerize and dominate slotted for damage, you wont be missing a pet I asure you. Throw in mass hypnosis so that you can pick apart a spawn at early levels one by one and its almost risk free as well. I think people really need to experiment before they say that having no pet is a pain. I think people over value pets in a lot of cases.
Then at later levels you can combine terrify + EPP AoE to big effect. The only problem Mind control has is setting up reliable AoE containment, but as a /storm, thunderclap fills that gap for the most part quite nicely.
Getting back to the topic, I do feel the seeds vs mass confuse debate is pretty pointless. -
I made a long post on this subject not too long ago, it might be best to converge all of our efforts if we are really going to try get the devs to take notice.
http://boards.cityofheroes.com/showflat....=3#Post13299584
For the record, I agree with most that has been suggested here. Wormhole @ 12, bigger radius, knockdown not knockback. -
Gravity Control on Controller:
The visual effect for its holds and immobalize swapped over a little while ago and now look silly.
The visual effect for Dimension Shift has disapeared completely. -
The real problem with Cold is the graphical effects, same with Cold Armour. I can't even begin to imagine the pain of spending my entire exsistance with 7 snowmen.
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I have to admit, the sewer music is particularly good. I always get annoyed when it disapears upon reaching the second room.
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Ok, i would like to know what the hell is wrong with the developers for this game. Are you serious? taking the damage off of domination...?????? WE ARE DOMINATORS.... WE DOMINATE..... should keep the damage buff. oh and PSW....? why would u lower the dmg on that?????? its A TIER 9 POWER.... its supposed to be.... good.... good job Devs. oh and positron.... GG ON NERFING AE.... the most tarded thing you've done....
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Honestly you went through all the trouble of registering to post that comment? It is posts like this which make me lose faith in people. -
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If mass confusion were given the same recharge as Seeds I wouldn't care if it aggroed every fucing mob in the Zone.
The whole "OMG it AGGROZ STUFF" is fucing moot. You have aoe holds and other crap.
Oh and btw, one of Mind's "tons of other stuff" is our fear, which guess what... aggroes everything and lets it get a free shot on us before it kicks in.
Everyone with a Mind Controller main would trade Mass Confusion for Seeds.
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You are wrong, the fact that Mass Confusion doesn't cause aggro is a huge benefit, especially when I'm staring at a +3 8 man spawn with multiple bosses. Also Mind Control can easily "double up" its mass confuse with its single target confuse which again, causes no aggro.
Small tip also, don't open with terrify, open with Mass Hypnosis. -
The difference is, for Mind Control mass confusion is "just another tool" which can be used at the users discretion. Its ability to completely lockdown a spawn without putting the controller in any danger means that it is the strongest AoE control in the game. Mass Hypnosis ofcourse breaks with damage, confuse does not.
For Plant Control, seeds of confusion is the staple, core power. Without it Plant Control is severly lacking. Thankfully not many mobs are resistant to confuse.
To the above poster, if you do seeds, the whole spawn aggroes you. However ofcourse only the ones you miss are capable of doing so. OR more importantly, bosses that you do not overpower will immediately attack.