Tater Todd

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  1. Quote:
    Originally Posted by Oathbound View Post
    ....

    I was going to post something witty, with a picture as a response... but I got distracted by Business Cat.

    That is a compelling argument...:P

    I agree Propel should be a cone...hopefully the devs give the Set more love down the road.
  2. Quote:
    Originally Posted by Oathbound View Post
    Well, TW was still in beta/pre-live when it was changed (except for the dozen people who were able to get it early when it was accidentally put on the market awhile back). The Devs have shown that they're extremely reluctant to make changes that impact people's Live characters.

    That said it HAS happened... just not in a long time.
    I know it was pre-beta Oath, Gosh you ruin everything haha. I was trying to trick them into guilt! *Dismantles large cardboard box that is being held up by a stick with freshly cooked bacon and guilt under it*

    I'm glad that they are making these changes because for a second there even I was wondering were they ever going to bother with the Control Sets.
  3. Quote:
    Originally Posted by Tormentoso View Post
    What would make me happy with Wormhole, and apparently other people here:
    • Increase the radius of effect.
    • Make the Stun register earlier
    • Make the Knock Back into Knock Down
    • Move the power earlier than level 26

    I believe Knockdown would make the power more versatile as it could still be used to reposition mobs, but also work with teams that steamrolling.

    And power ordering, I know its problematic, but Tanks got their powers ordered a while back, so there is precedent.
    And Rend Armor? In TW was reordered. Please Devs we beggeth youz! I will burn offerings!
  4. Tater Todd

    Grav/thorn

    Quote:
    Originally Posted by Sephar View Post
    I have changed my mind, and went and rerolled a earth/thorn
    Good, I have one myself
  5. Crappy Controller/Dom pet?! There's only like 2 crappy ones. Jack Frost and the Gremlins because the aggro everything on the map.
  6. Please do fix Wormhole if ANYTHING fix wormhole. Gravity/Kin was my first toon and I haven't played him since 09...yeah that should tell ya something. I like these new changes but I think one of the most important change that needs to be made is swapping Dimension Shift with Wormhole. Also fix up Wormhole give it more range, give it an instant stun take away the kb and give it kd instead.

    Why is there so much risk with Gravity when there's no payoff? Fire has plenty of risk but the payoff is dmg...with Gravity you just get sympathy.

    Thanks again for looking at this control set guys. Please keep up the hard work!
  7. I hope that they know what they're doing...
  8. Quote:
    Originally Posted by Kioshi View Post
    - Game creator: Stalkers are 10/10 damage like blasters honest trololol
    When I saw the new opening on Beta and it said Stalkers deal 10/10 on damage I said out loud by accident Bull****!
  9. Quote:
    Originally Posted by Kioshi View Post
    Thanks for the info!

    I don't know how much they improved Fly Trap's AI (all i know is that they did) because I deleted my Dom and at the time she sucked, my troller still didn't make it to 32 (lazy I know).

    Anyway Fly Trap has 4 powers:

    1) Entangle, the Plant St immob, doesn't matter for the proc because it's the only power that doesn't apply a defdebuff, plus it has a 16 sec recharge;

    2) ST ranged thorn (like the tier 1 from thorny assault), applies -def, recharges in 3 secs;

    3) The thorns cone, recharges in 12 seconds, -def, 10 target cap;

    4) Bite, melee -def attack that also does -def.
    Fly Trap is awesome now, he's one of the most tactical pets out as of late. He will sit back and do his thing but if you're in danger he will get all up in the mobs face lol. He even takes alphas now and can hold aggro long enough for you to run away or get your bearings so you can help him out.

    Keep in mind he's No Animate Stone or Singy but he still lasts longer than Glass Jaw Jack Frost :P
  10. They gave us Broadsword so...yeah why are they shocked about us wanting TW again :P.
  11. Quote:
    Originally Posted by Trickshooter View Post


    1) Lower the Speed debuff
    2) Increase the Recharge debuff
    3) Add small chance to Hold


    Trick Arrows currently has two powers that put enemies at the -RunSpeed cap: Glue Arrow and Oil Slick Arrow. But slowing down enemy movement isn't an effective debuff, besides making it easier to stay at range. So I suggest lowering the amount it can slow enemies movement, while increasing it's ability to slow enemies actions. Afterall, if it's really slowing down their ability to move their feet that much, why aren't their arms being slowed down as much?

    Increasing the recharge debuff makes Glue Arrow, a staple power of the set, a much more effective debuff.

    Also, taking precedence from powers in newer sets, I think Glue Arrow could use a new mechanic to make it more useful and attractive to players: Add chance to Hold! This would obviously be a small chance on a short duration Hold, but it would still be useful and appropriate for a power that's supposed to be putting down a strong adhesive (I'd like to see it use the 'struggling' animation from Frozen Aura, minus the ice).

    Decrease SpeedDebuff to -60%
    Increase RechDebuff to -30% to -40%
    Add 2% chance for a 4s Mag3 Hold


    I agree with this change. I think this would make the set VERY desirable kind of like the Poison's-Poison Trap Change but even better. Like we discussed before I think they need to Add some dmg to Acid arrow or at least reduce the Recharge on OSA just a tad.

    Poison Gas Arrow should have a different type of mitigation like maybe a small hold that ticks? Reduce the hold to mag 2 and do the same with Glue Arrow so you can stack them to get mag 4 maybe.

    Mitigation is the biggest issue with this set (IF you're not playing a troller) and I think the set will remain undesirable to anyone until these changes are pushed through.
  12. Quote:
    Originally Posted by Kioshi View Post
    Someone said it was because devs wanted the obligatory power to be useful to the toon, now I don't remember who and if that had any grounds, but Poison has a tier 1 that you can't use to benefit yourself (Alkaloid) so well at least now that's not a valid argument.

    Anyway yeah it sucks. I only used Gale on some parts of the Posi 2 TF I did yesterday because some suicidal scrapper was soloing mobs (and was gonna die) and I went out of my way to help him more than once, and if Seeds was recharged I woudn't have used Gale (I was still on DOs). And this stupid power still has an accuracy penalty.

    Even on my Mind/Storm (no AoE immob) I leveled to 30ish long ago I barely used it past the teens, Mind has enough tools to mitigate anything.
    I think Poison is a bad example...Alkaloid just...it sucks. I have no issue with 02 Boost now because you can take powers like hasten so early. I never use 02 or gale for the record because I am selfish :P.
  13. Quote:
    Originally Posted by Silas View Post
    I lost! To funny!
  14. Quote:
    Originally Posted by Soundtrack View Post
    Thanks for sharing your build, Todd.

    Gosh, I wish I could get more into the Incarnate system. For me, it's just too much like work (that may be because I don't fully understand it, or that it bores me. )

    I know there are many benefits to it.
    No problem! It is work...no lie but with certain toons it's just a must. I think if you have a Blaster or Stormie Ageless perma is a must. You don't even have to worry about Judgement or Interface...just go for Destiny:Ageless. Playing with a Storm toon with no end issues...It just changes the game so much. It's like playing a different toon.
  15. Quote:
    Originally Posted by Deus_Mortis View Post
    It has been more fun and functional that I though it would be. The sets compliment each other pretty well.
    1. No attack cones so hitting the AOE's and staying in tight where venomous gas does it's work is easy. This also allows mobs to groups on you (if solo) so you hit more with your Debuffs.
    2. Poison is pretty busy so voltaic sentinel is dishing out damage while you are using your poison powers. The AOE mostly can get MOBS down to scourge levels and VS can scourge just like your other attacks.
    3. 2 Single target holds for bosses.
    4. The hold in poison trap is long enough to to dish out a good chunk of damage with your primary and sap a nice amount of end (should be even better now that the -recovery is working) before they wake up. I'm about to start the patron arch fro soulmastery and power boost to make the end sapping even better.
    5. You get Aim for when those debuff REALLY need to hit.
    6. Most of all, the timing on the sets just "works" for me. The gap in the single target attack chain is kind of a signal to shoot out more debuffs. That is a person preference sort of thing but thought I would mention it.
    Wow...that sounds amazing < _< now I want to test out how awesome the Alpha: Agility would be on a Elec/Pois.
  16. Quote:
    Originally Posted by Swansu View Post
    Mind posting that build as well? Trying to get a feel for what Epic/iAbilities I should go for.
    Sure...I use the old Stormie Rule of thumb: Go for End and Recharge all the way. I took Ageless and spiritual. I haven't regretted it yet. You can debuff them with Hurricane so that helps with incoming dmg and Mezz. If you go Ice Mastery the added Defense helps as well. The added recharge improves on your dmg.


    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Denizen of Eden: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Strangler -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(25), BasGaze-Acc/Rchg(37), BasGaze-Acc/Hold(40)
    Level 1: Gale -- KinCrsh-Acc/Dmg/KB(A), KinCrsh-Dmg/EndRdx/KB(27), KinCrsh-Rechg/EndRdx(43), KinCrsh-Acc/KB(46), KinCrsh-Dmg/KB(46), KinCrsh-Rchg/KB(48)
    Level 2: Roots -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(7), Posi-Acc/Dmg(7), Posi-Dam%(15), TotHntr-Dam%(15)
    Level 4: Snow Storm -- Empty(A)
    Level 6: Hasten -- RechRdx-I(A)
    Level 8: Seeds of Confusion -- CoPers-Conf%(A), CoPers-Acc/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Conf/EndRdx(13), CoPers-Conf/Rchg(13)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), LkGmblr-Def(11), LkGmblr-Def/EndRdx(11)
    Level 12: Assault -- Empty(A)
    Level 14: Super Jump -- Empty(A)
    Level 16: Freezing Rain -- Posi-Dam%(A), ImpSwft-Dam%(17), Achilles-ResDeb%(17), LdyGrey-%Dam(25)
    Level 18: Vines -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(19), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Rchg(23)
    Level 20: Hurricane -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitDeb(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-Rchg/EndRdx(23)
    Level 22: Boxing -- Empty(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50), S'fstPrt-ResDam/EndRdx(50)
    Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(27)
    Level 28: Carrion Creepers -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(29), Posi-Dmg/EndRdx(29), Posi-Acc/Dmg(34), ImpSwft-Dam%(34), Posi-Dam%(37)
    Level 30: Thunder Clap -- Rope-Acc/Rchg(A), Rope-Acc/EndRdx(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-Acc/Rchg(31), Stpfy-Acc/EndRdx(50)
    Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Rchg(34)
    Level 35: Tornado -- Achilles-ResDeb%(A), S'bndAl-Build%(36), S'bndAl-Dmg/EndRdx(36), S'bndAl-Dmg/Rchg(36), S'bndAl-Dmg(37)
    Level 38: Lightning Storm -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(39), Apoc-Dam%(39), Dev'n-Dmg/Rchg(39), Dev'n-Hold%(40), GJ-Dam%(40)
    Level 41: Water Spout -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(42), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Dam%(43), LdyGrey-%Dam(43)
    Level 44: Bile Spray -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg(45), Posi-Dam%(46)
    Level 47: Shark Skin -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(48), TtmC'tng-ResDam/EndRdx(48)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 50: Ageless Core Epiphany
    Level 50: Spiritual Core Paragon
    Level 50: Ion Core Final Judgement
    Level 50: Reactive Radial Flawless Interface
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), EndMod-I(3), EndMod-I(3)
  17. Quote:
    Originally Posted by Deus_Mortis View Post
    Poison trap-others have posted that procs are now working but I have not tested that myself. I did quickly test the -end. There is still minimal end drain but I think it is a very small chance per city of data so it appears to be WAI. The -100% recovery is working now when I could not detect any -recovery before the patch. I held a +2 minion and put down a Poison trap and sapped some end using short circuit. I did not time it but the mob did not regenerate end for a quite some time (not the entire duraton of the gas cloud but longer than the 10 seconds of -recovery of short circuit). I plan on giving my elec/poison some play time tonight to confirm my findings.
    Hrmm...Elec/Poison...sounds like a stout combo...why didn't I think of that? lol Thanks for the heads up Deus keep us posted!
  18. My storm is built for incarnate naughtiness but that's the build I would have pre incarnate stuff.
  19. Not bad Kioshi! I need to learn how to use Hami's more. OOooo! Ooo! I want to make a cool plant/storm in mids now!

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    plant.storm fun: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Strangler
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (43) Basilisk's Gaze - Accuracy/Hold
    • (43) Basilisk's Gaze - Accuracy/Recharge
    • (46) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 1: Gale
    • (A) Empty
    Level 2: Roots
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (5) Positron's Blast - Accuracy/Damage/Endurance
    • (7) Positron's Blast - Damage/Range
    • (7) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Damage/Endurance
    • (43) Trap of the Hunter - Chance of Damage(Lethal)
    Level 4: Snow Storm
    • (A) Empty
    Level 6: Fly
    • (A) Empty
    Level 8: Seeds of Confusion
    • (A) Coercive Persuasion - Contagious Confusion
    • (9) Coercive Persuasion - Accuracy/Recharge
    • (9) Coercive Persuasion - Accuracy/Confused/Recharge
    • (42) Coercive Persuasion - Confused/Recharge
    • (42) Coercive Persuasion - Confused/Endurance
    Level 10: Steamy Mist
    • (A) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense/Endurance
    • (46) Luck of the Gambler - Defense/Endurance/Recharge
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (15) Luck of the Gambler - Defense
    • (15) Luck of the Gambler - Defense/Endurance
    Level 16: Freezing Rain
    • (A) Achilles' Heel - Chance for Res Debuff
    • (17) Touch of Lady Grey - Chance for Negative Damage
    • (17) Impeded Swiftness - Chance of Damage(Smashing)
    • (40) Positron's Blast - Chance of Damage(Energy)
    Level 18: Vines
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (19) Basilisk's Gaze - Accuracy/Hold
    • (19) Basilisk's Gaze - Accuracy/Recharge
    • (23) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 20: Hurricane
    • (A) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (21) Dark Watcher's Despair - To Hit Debuff
    • (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (23) Dark Watcher's Despair - Recharge/Endurance
    Level 22: Assault
    • (A) Empty
    Level 24: Afterburner
    • (A) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    • (25) Luck of the Gambler - Defense/Endurance
    Level 26: Carrion Creepers
    • (A) Positron's Blast - Damage/Recharge
    • (27) Positron's Blast - Accuracy/Damage/Endurance
    • (27) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Accuracy/Damage
    • (37) Positron's Blast - Chance of Damage(Energy)
    • (37) Impeded Swiftness - Chance of Damage(Smashing)
    Level 28: Thunder Clap
    • (A) Stupefy - Stun/Range
    • (29) Stupefy - Accuracy/Stun/Recharge
    • (29) Stupefy - Accuracy/Endurance
    • (31) Stupefy - Endurance/Stun
    • (34) Stupefy - Accuracy/Recharge
    Level 30: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense
    • (31) Luck of the Gambler - Defense/Endurance
    Level 32: Fly Trap
    • (A) Call to Arms - Endurance/Damage/Recharge
    • (33) Call to Arms - Accuracy/Recharge
    • (33) Call to Arms - Accuracy/Damage/Recharge
    • (33) Call to Arms - Damage/Endurance
    • (34) Call to Arms - Accuracy/Damage
    Level 35: Tornado
    • (A) Achilles' Heel - Chance for Res Debuff
    • (36) Soulbound Allegiance - Damage/Endurance
    • (36) Soulbound Allegiance - Chance for Build Up
    • (36) Soulbound Allegiance - Damage
    • (37) Soulbound Allegiance - Damage/Recharge
    Level 38: Lightning Storm
    • (A) Devastation - Chance of Hold
    • (39) Gladiator's Javelin - Chance of Damage(Toxic)
    • (39) Devastation - Accuracy/Damage/Endurance/Recharge
    • (39) Devastation - Accuracy/Damage/Recharge
    • (40) Devastation - Damage/Recharge
    • (40) Devastation - Damage/Endurance
    Level 41: Hibernate
    • (A) Recharge Reduction IO
    Level 44: Frost Breath
    • (A) Ragnarok - Accuracy/Recharge
    • (45) Ragnarok - Accuracy/Damage/Recharge
    • (45) Ragnarok - Damage/Recharge
    • (45) Ragnarok - Damage/Endurance
    • (46) Ragnarok - Damage
    Level 47: Ice Storm
    • (A) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Chance of Damage(Energy)
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Accuracy/Damage
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    Level 49: Frozen Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Defense/Endurance
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Containment
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    • (5) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (3) Endurance Modification IO
    • (3) Endurance Modification IO


    Weee!
  20. Quote:
    Originally Posted by Soundtrack View Post
    I hope I'm not threadjacking TOO badly, but this thread has persuaded me to roll a plant/storm controller. That, and "Local Man" contributing. I've always highly respected his input when it comes to controller slotting.

    I do have a question re: Roots - I know (thanks to a team member in sewers this morning) that Roots does, indeed, have a -KB component; however, it doesn't last as long as the Immobilized component.

    That being said, I'm guessing I should cast Roots and then IMMEDIATELY cast Tornado? (if I don't want them blowing away from my melee buddies)?

    Or is there a better strategy? I saw in the build above that Roots is slotted with Posi Blasts and that makes sense of course.... so I'm guessing Roots is more used for AOE damage, rather than containment?

    I apologize if these are dumb questions and thank you for any help you can provide.
    Roots is just sooo good..seriously I love that power so much that I use it for dmg and not Immob. I spam it as much as I can because it deals crazy dmg AND it has containment.

    With my toon I kept spamming the immob anyway so you would have no issues with kb. I also my immob on my Fire/Storm b/c I love using Bonfire for dmg.

    Also it's fun to slot Devastation:Chance for Hold in your Lightning Storm. It's fun to see a good portion of the mob held from only two Lightning Storms hehe. I should right a guide as well. Storm is just a fun set to play with in mids anyway.

    I have two builds. One is for normal play and the other one is for destroying EB/AV's.

    I still love the Tornado+Waterspout Combo. What's that? You don't want to take over 1,200 points of damage within 30 seconds? DIE!!! MWEHEHE!
  21. Quote:
    Originally Posted by JuliusSeizure View Post
    I am currently running with 5 parts Unbreakable Constraint (+proc) and Lock Down proc. I may swap out Lockdown for Gladiator's Fury %chance -Res. Anyone have any preference between these two procs?



    Poison is still very poor compared to almost every other support set in the game. I need to take the time and make one last argument for it receiving some attention now that I have played it 1-50 and through all the incarnate content.
    I would go lockdown if you need mitigation but if you're fine in that department I would fotg.
  22. Quote:
    Originally Posted by Jibikao View Post
    It's nice they fixed what was broken but the whole set is still very underperforming.
    *Sigh* I know...at least it's somewhat playable now lol...well playable if you can even make it to poison trap lol.
  23. Quote:
    Originally Posted by _Pine_ View Post
    Didn't notice that you can (don't know why you would) slot for damage. If only poison had better -Regen
    Poison Trap is weird...I learned that you shouldn't slot for dmg you should slot for Dmg Procs. I kid you not when I say this:...may Synapse be my witness I have taken a mob out with just 3 or 4 Poison Traps...yeah I had it slotted with Horrendously Pricey Purple Dmg Procs but seeing a minion's health go from 100% to 25% is just down right crazy...that's not including when Lockdown kicks in for the hold. I'm hoping they won't nerf Poison Trap actually lol.

    So yeah don't slot for dmg, slot for dmg procs.