Steel_Shaman

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  1. Quote:
    Originally Posted by MaHaBone23 View Post
    My Elec/Elec dom is only 24, so not having Synaptic Overload will make it more challenging, but I'll try and find a comparable mission for her when I get home tonight.
    Cool. I'm curious to see how they compare.
  2. Quote:
    Originally Posted by Steel_Shaman View Post
    Tell you what. Let's try an experiment. I'll do a mission solo on a Mind dom. You do one solo on an Elec dom. The person that takes damage (any damage at all) loses. In the event that we both take damage the one who takes the most damage loses. Sound fun?
    Just finished a mission on my mind/fire Dom. Here's the numbers on it:

    Mission: "Defeat all Longbow Agents" from Operative Rutger.
    Character: Burning Curiosity, Level 36 Mind/Fire Dom.
    Difficulty: Standard (0/0)
    Total damage taken: 193

    I got surprised by a longbow patrol, pesky little devils. But bear in mind that is the damage I took for the whole mission. After that one little surprise, I didn't take another point of damage for the rest of the mission. And that wasn't from using purple inspirations either.
    I believe I had dinged since accepting the mission, since the mobs were -1 level to me. So for an accurate comparison you'd need to do a mission at -1 level. But I think the numbers speak for themselves. Mind Control is an awesome set.
  3. Quote:
    Originally Posted by MaHaBone23 View Post
    Elec has a pulsing sleep, that pulses so frequently it makes for effective mitigation even on AoE-nutty teams. It can be cast out of Line-of-sight, and can easily be made permable. It also returns some endurance to nearby teammates (granted, not a control, but still nice.)
    The pulsing/continuous recasting of Elec's sleep makes it vastly superior to Mind's, imho.
    It also has a pretty substantial capacity for End Drain, so that if and when enemies break out of a hold, sleep, or confusion, the best most can manage is a Brawl. Plus it is a pretty tasty self-buff.
    Granted, Mind does have Terrify and I do love a good fear. You do trade the pulsing you'd get from Illusion's Spectral Terror for some Psi damage.
    Tell you what. Let's try an experiment. I'll do a mission solo on a Mind dom. You do one solo on an Elec dom. The person that takes damage (any damage at all) loses. In the event that we both take damage the one who takes the most damage loses. Sound fun?
  4. Quote:
    Originally Posted by Dirges View Post
    This is what I don't agree with. Controllers already have secondaries as control heavy as dark, they just do not come with a pet. Dark has 6 control powers, HT, TP, FS, PG, BH, and it's pet DS. Storm has 7 control powers with gale, SS, FR, Hurr, TC, Tor, and lightning storm, though most are based around knockback. Trick arrow is also control base with 6, or 7 if compare flash arrow to smoke.
    I can agree with this. I'm currently leveling an Earth/Storm controller and the amount of control available to that combination is rather silly at times. Just a few examples of the overlap in the two sets:

    Earthquake: AoE Knockdown, -Defense, -Accuracy
    Freezing Rain: AoE Knockdown, -Defense, -Resist
    Stalagmites: AoE Stun
    Thunder Clap: AoE Stun
    Quicksand: AoE slow
    Snow Storm: AoE slow

    I've found that when I (just for giggles) sling everything I've got at a spawn, nothing can do anything. Even bosses are wandering around stunned (for the brief time they're able to stand). So yeah, I don't buy the excuse of Dark Miasma being too much control for Controllers. I could maybe get behind not porting over the pet for Controllers, but the rest I think would be fine.
  5. Quote:
    Originally Posted by MaHaBone23 View Post
    Wow, 7 pages and no one has dissed Mind Control?

    Over the years, I have had soooo many great concept ideas for Mind trollers, then I get to the power selection screen and my heart just sinks. What a pile of hot garbage. The few little glimmers of coolness and uniqueness the set had have been stripped, improved and repackaged for newer sets like Plant and Electric control.
    <boggle>
    You need to give Mind Control a try on a Dominator then if you don't like it on Controllers. Mind Doms are scary. Very, very scary.
  6. Random rolls are always at either your level or the max level they are available if you are higher than that max. Specific purchases are at the level you set on the slider. Here's some examples:

    Let's say I go to Fort Trident on my 50, set the slider to 30, roll for a 30-34 recipe and get a Posi Blast Acc/Dam as one of my random recipes. It will be level 50 because that particular recipe is available all the way up to 50 and appears in the 30-34 range.

    Now let's say I go to Fort Trident and set the slider to 20, then specifically buy a Trap of the Hunter Chance for Lethal proc. It will be level 20.

    I know the above is accurate because I actually did both recently and the results described are exactly what I got. It's kind of an odd system and not the least bit intuitive IMHO, so confuses a lot of people.
  7. I recently rerolled my namesake character to an Earth/Storm controller, so I was happy to see this thread.

    Below is the build I have planned for him. I didn't focus on any one thing with it, mainly just putting in procs where I could and making the various powers as effective as possible. I spend the vast majority of my time solo or on small teams (2-3 friends). I would appreciate any advice as to how I could improve upon this. I rarely play controllers so this has been a somewhat different experience for me.

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Steel Shaman: Level 50 Technology Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Fossilize -- Lock-Acc/Hold(A), Lock-Acc/Rchg(7), Lock-Rchg/Hold(7), Lock-EndRdx/Rchg/Hold(9), Lock-Acc/EndRdx/Rchg/Hold(9), Lock-%Hold(11)
    Level 1: Gale -- Acc-I(A)
    Level 2: O2 Boost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
    Level 4: Stone Prison -- Enf'dOp-Acc/EndRdx(A), TotHntr-Acc/EndRdx(11), DblAc-Acc/EndRdx(13), TotHntr-Dam%(13)
    Level 6: Quicksand -- RechRdx-I(A), Slow-I(25)
    Level 8: Stone Cages -- Enf'dOp-Acc/EndRdx(A), TotHntr-Acc/EndRdx(17), DblAc-Acc/EndRdx(17), Posi-Dam%(19)
    Level 10: Hover -- Krma-ResKB(A)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(15), Stpfy-Acc/EndRdx(15), Stpfy-Stun/Rng(19), Stpfy-Acc/Stun/Rchg(21)
    Level 14: Fly -- Srng-Fly(A), Srng-EndRdx(21)
    Level 16: Steamy Mist -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(29), ImpArm-EndRdx/Rchg(29), ImpArm-ResDam/EndRdx/Rchg(31)
    Level 18: Earthquake -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
    Level 20: Freezing Rain -- ShldBrk-Acc/Rchg(A), ShldBrk-Acc/DefDeb(27), ShldBrk-Acc/EndRdx/Rchg(27), ShldBrk-%Dam(33), LdyGrey-%Dam(33), Posi-Dam%(33)
    Level 22: Snow Storm -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Hurricane -- EndRdx-I(A), EndRdx-I(34)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold(A), Lock-Acc/Rchg(36), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(37), NrncSD-Dam%(37)
    Level 28: Thunder Clap -- Acc-I(A), Acc-I(34)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(40), ExRmnt-Acc/Dmg/Rchg(40), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(42)
    Level 35: Tornado -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(39), C'Arms-Acc/Dmg/Rchg(39), C'Arms-+Def(Pets)(46)
    Level 38: Lightning Storm -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Acc/Rchg(46)
    Level 41: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(46)
    Level 44: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(48)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Frozen Armor -- GftotA-Def/EndRdx(A), GftotA-Def(50), RedFtn-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(34), EndMod-I(36)



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  8. Quote:
    Originally Posted by Futurias View Post
    I still have a minor phobia of making a hero-side Science based character thanks to the Vhazilok.

    I remade one of my original characters twice, trying to get past the 10s or so where you got way too many Vhazilok missions.

    Eventually I made that Invulnerability Tank a mutant and got to 50.

    Still think Vahz are a bit broken for low levels.
    Glad to see I'm not the only one that feels this way. I will not under any circumstances make a Science origin blue side character. Thank goodness for Going Rogue giving me options in that regard.
  9. I've been seeing a very odd behavior from mobs that have a resurrection ability (Praetorian Clockwork Builders and Mortificators for example).

    Picture this: you're fighting Praetorian Clockwork and you finish off a spawn, then look down the hall in the warehouse. You see a group of Clockwork just milling around doing Clockworky things. You engage the spawn.....and the Builder immediately takes off like the Devil himself is after him. He runs straight to one of his fallen buddies around the corner and tries to rez him. He ignores all attempts to stop him short of using holds/immobilizes. Your Brute even hits him for 3/4th's of his life bar and he still keeps right on trucking.

    I've had the above happen over and over again with any type of mob that has a rez ability. The very instant they are aggro'd they take off running for the last spawn killed. Call me crazy, but I have never seen this behavior before. I've seen them rez buddies in the spawn you're fighting, sure. But never something like this.

    So I just have to wonder: bug, or working as intended? I'm leaning toward bug myself. It's damned annoying either way. So what do you folks think?

    Edited to add: these mobs will also refuse to attack if you make it impossible for them to get to their fallen comrade (using an immob, for example). They just stand there completely confused most of the time. That's why I'm leaning toward bug on this one.
  10. Quote:
    Originally Posted by Fiery-Enforcer View Post
    And having both is even better.
    Quote:
    Originally Posted by Bringer_NA View Post
    Foresight on a Widow has defense resistance (Base value: 17.3%), and it's an auto-power. You can even slot it to increase the defense resistance and defense. Personally, mine gives 24.44% defense resistance, and I don't get hit enough at 70% global defense for it to matter.

    Widows also gain resistance proportional to their current health.
    I think you've both missed my point, which is: so many people have fallen into the habit of always building for Defense on every.....single....character that we are starting to see more and more -Defense on mobs, some of it even auto-hit and unresistable. I imagine this trend will only get more prevalent over time, making Defense less and less attractive for non-melee AT's.
  11. Quote:
    Originally Posted by GavinRuneblade View Post
    I agree, that's why I haven't built for defense. I have exactly one character built for defense. Fire/shield brute. My dom with the highest defense has I think 18% to AoE by accident.

    I build my doms for control. Enemies that are dead or can't attack, can't hurt you. But perma dom is overkill for most scenarios. Makes things easier, but isn't required.
    Same here, I never build for Defense on Doms. Recharge is so much more powerful for them.
  12. Quote:
    Originally Posted by GavinRuneblade View Post
    Perma hold/sleep/confuse is an easier path to mex protection than domination. I have 5 doms, none with anything close to perma dom. Three don't even have haste. Never have problems with it. Granted one being plant is kinda cheating =)
    I always get a good chuckle out of so many people thinking that building every single AT/powerset for Defense is the only way to go. There's a reason the Devs keep putting so much -Defense on mobs these days.
  13. Quote:
    Originally Posted by RiverOcean View Post
    Ice is a great set. I'm usually very happy to be on a team with an Ice Controller or Dom who regularly uses Ice Slick. As pointed out before it is an endurance hog...but hopefully inherent fitness now helps with that.

    You won't be dissapointed if you go Ice/Ice. You won't be doing the crazy level of damage of a Fire/Fire but you will have a form of mostly non-resisted control (-recharge). The problem is most people won't realize what the massive amounts of -recharge, you dish out, is doing for the team. Also, Jack Frost is a pretty damned good pet these days...

    So overall I'd Ice/Ice is fun to play but you'll be an unsung hero most of the time....
    I agree with everything you said except your comment about Jack Frost. The poor guy's AI needs a tweak. During the last week while doing Winter Event stuff on my Ice/Ice Dom, I have had Jack Frost literally stand there and watch me fight mobs at times. I'm not sure if it's a power recharge issue or what, but it's incredibly annoying.

    But back to the topic at hand, Ice/Ice is a good combo. My Ice/Ice was my very first Dom and still one of my favorites. He was made way before the Issue 15 changes and I love him, even if I do want to kick Jack Frost's rump every now and then.
  14. Quote:
    Originally Posted by Intrinsic View Post
    *edit* Pretty much what Steel Shaman said about plant/fire. I've heard that earth/fire works well too, though I haven't tried it.
    My Earth/Fire (I'm a Dom junkie) is 35. He's a beast. Loads of control and high damage. As with many Doms, the early levels (prior to getting some decent slotting in the AoE soft controls) were a little meh, but now he's Hell on wheels. The Dom version of Animated Stone does surprisingly good damage too.

    Fire Control is the only Dom Primary I haven't tried. I've played it on a Controller, but never a Dom. I can see I'm going to have to give it a go. Fire^3 you say? Hmmm.........I'm sure I can come up with a suitable concept for that.
  15. Plant/Fire/Fire Dom.
    The Fiery Assault secondary can build a pretty nice ranged attack chain, and all of Plant's powers are usable at range. The Fire Mastery ancillary pool adds good AoE damage. The last time I played mine, I had the following conversation in Vent:

    SG Mate Brute: "That's just not right."
    Me: "What?"
    SG Mate Brute: "It's ridiculous watching you kill mobs."

    Take that for what it's worth.
  16. Steel_Shaman

    Ice/Ice Brutes?

    My pleasure.
    I typed that after sleeping a few hours so I actually had a little bit of coherence.
  17. Steel_Shaman

    Ice/Ice Brutes?

    Quote:
    Originally Posted by Negate View Post
    Sorry for the rambling but it's the best comparison I can produce! Might need another head in her to swoop down and help me out lol.
    Hi there, my first 50 hero was an Ice/Ice Tanker.

    In my opinion Ice Armor is far superior to Energy Aura. You get extra mitigation and mob control from the slows, and have TWO taunt auras (Chilling Embrace has a Taunt component just like Icicles does) so holding the mobs on you is very easy. Since it's typed defense, you do have Fire and Psi "holes" in your defense though. In practice I've found these are partially offset by the slows. Not entirely, but every little bit helps. With Fire and Psi wielding mobs I will usually drop an Ice Patch. They don't do a lot if they're constantly flopping.

    By comparison Energy Aura has no passive Taunt aura at all, replacing it instead with a Stealth toggle. It does have the advantage in that it doesn't have what I would consider a true defense gap like Ice does. Its negative energy defense is lower, but not nonexistent. However if one of your goals is keeping the mobs focused on you, good luck. You would be relying entirely on your attacks (and Taunt if you take it) to generate threat.

    My 2 cents. Others may disagree, but Ice Armor remains one of my favorite defense sets in the game.
  18. Steel_Shaman

    Stone/WP for i19

    Quote:
    Originally Posted by all_hell View Post
    What do you like about it?
    Looking at base values, it only does 30 or so less damage than Heavy Mallet.
    By having it as part of your attack routine the additional knockdown also helps keep the mob you're fighting bouncing.

    I'm sure you can get by without it, but I just like having the power.
  19. Steel_Shaman

    I want names

    Add me to the "angry villager" pile. Now to get my torch and pitchfork....
  20. Steel_Shaman

    Stone/WP for i19

    Quote:
    Originally Posted by all_hell View Post
    This is one I am considering.

    <snip>
    I'm assuming it's a respec buid, but still, not taking Fault until 47 is going to make exemping down very painful IMHO. It's an awesome mitigation tool and is part of the synergy Stone Melee has with Willpower to begin with.

    Also, no Stone Mallet? I'm not sure I'd regard that power as skippable.
  21. No endurance problems at all actually. The only time I can even get the end bar moving substantially is on very large and/or drawn out fights. So it's looking like I'll probably go with Pyre Mastery. Yay for Fireball.
  22. Personally I love single target focused characters. My favorite Brute is Stone/WP. That power set combo will make you feel like a god. Does he wipe out whole spawns in the blink of an eye? Nope, a good farming toon he most certainly is not. But he's fun as all hell for me to play and that's all that matters. And on the occasion I'm in the mood for some AoE carnage, I break out my Spines/Fire Scrapper.

    As others have said, if fun for you is single target, go for it. If you find it tedious, build an AoE character. What other people focus on really shouldn't matter. I doubt you'll be turned away by any groups for not having enough AoE. Usually when I see people advertise for spots on TF's they will say "need damage", not "need AoE damage".
  23. So I just fiddled around in Mids and realized something I had completely forgotten: with my slotting Fault is permanent so that throws Earth Mastery right out since Stalagmites would be overkill. That brings my choices to Ice and Fire. I'm leaning toward Fire for a little bit of AoE damage I think. So I suppose I've answered my own question. Funny how that works out.
  24. Steel_Shaman

    Ice/Ice Brutes?

    I refuse to believe that the current Fury mechanics would suffer all that greatly from Ice's -recharge effects. Why? My Stone/WP Brute. With his build I can keep most if not all of a spawn permanently disoriented, so they aren't attacking him at all, and he has zero problems with Fury.

    So I say Hell Yes! to Ice Brutes. I might even reroll my Tanker to Brute if we got it. Maybe. Possibly. Hmmm.........Arctic Paladin with Fury and Brute damage.....I think I need a cold shower now.
  25. I've recently picked my Stone/WP Brute back up after a long hiatus away from him. I tried out Scrappers for a while and well, it made me realize I just prefer Brutes.

    Anyway, I'm working up a build for him (up until now he's had Common IO's only). I'm focusing on Max Health and Regeneration, and pretty much have the build to a point I like except for one thing: I can't really decide on an ancillary pool (the character recently side-switched to hero and I'm unwilling to side switch him again to get a Patron pool).

    So of the ones available I'm looking at Pyre Mastery to give me a little bit of AoE, or possibly at Earth Mastery for yet more control. What do you guys think? I had thought about Energy Mastery, but honestly with his build I see Physical Perfection as more or less overkill. He's got 670% regeneration without it (and that is only counting 1 mob in RTTC range) and 4.12 end/sec recovery.

    Any ideas? The character is half way through 40 and I'd like to avoid a respec by making a choice of Ancillary I won't regret later. I guess I just need some convincing as to what would work better with his setup and was hoping the Brute community could help.