Tater Todd

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  1. Quote:
    Originally Posted by Electric-Knight View Post
    When this was necro'd, my first thought was, "OH YAY! Finally some news about Elec Controllers coming SOON"...
    It took a couple of days to get over that.

    So, now I'm here... And I'm just saying... I really hope it comes soon. I was (Maybe still slightly holding out hope) that it could be somewhat of a surprise addition in Issue 17 (Although, I really doubt that... It would have likely been mentioned in their I17 announcement... Once beta is open, we'll know for sure).

    I'm just eager to be able to have a full super team of all Electrically based powers, with all the different hero ATs.

    Excelsior!!


    Oh... and... everyone knows...
    The future of communication is smoke signals and blood-curdling screams as mutant invaders charge in to steal your supplies!!
    *Holds up a mug of Mead*

    Here, Here!
  2. Quote:
    Originally Posted by Amy_Amp View Post
    So it should be the opposite of what defenders get and be something good? To summarize what I posted in the controller forum...

    - I'm for controllers getting it.
    - It's another thing that the defender AT loses in the uniqueness department over controllers.
    - The only two real things that stand out for defenders is tohit debuffs(Dark) and -res(Sonic).
    - If you want to be see a bunch of controllers fornicate, mention Dark control.
    - I have a really hard time seeing how the set isn't "better" in the hands of a controller.
    - Elec blast has always been under performing damage. Even a low damage control set given containment can be made decent enough.
    Uniqueness? I have yet to run into more than a handful of Defenders(late game) with Electric Blast as their secondary. Heck I rarely run into many blasters with electric blast as their primary in the late game. I guess most of them are already 50 but I have yet to see any new players roll Electric Blast .

    Defenders will always be unique to me in so many ways. Also I thought the devs aimed to proliferate most primaries and secondaries? This isn't the same but close.

    Here's Weatherby's verison of electric control.


    Electrical Control

    Level 1: Electric Fence [Ranged, Moderate DoT(Energy), Foe Immobilize, Minor DroT]

    Level 1: Shocking Bolt [Ranged, Moderate DMG(Energy), Foe Hold, Minor DroT]

    Level 2: Electrifying Fences [Ranged AoE, Minor DoT(Energy), Foe Immobilize, Minor DroT]

    Level 6: Neural Scramble [Ranged, Foe Confuse]

    Level 8: Synaptic Overload [PBAoE, Foe Sleep, -End]

    Level 12: Blackout [Ranged AoE, Minor DMG(Energy), Foe -End]

    Level 18: Static Field [Toggle: PBAoE, Foe -End, -Stealth, Chance for Sleep]

    Level 26: Shock [PBAoE Chain Hold, Minor -Rec, Minor -End]

    Level 32: Thunder Gremlins [Summon 2 Gremlins: Melee High DMG(Energy)] (Prefers Melee)

    * Charged Bolts [Ranged, Moderate DMG(Energy), Foe -End]
    * Charged Brawl [Melee, Moderate DMG(Smash/Energy), Target Sleep, -End]
    * Havoc Punch [Melee, High DMG(Smash/Energy), Target Sleep, -End]
    * Resistance [Auto: Self +Res(Energy, Smashing, Lethal, Psi, End Drain), -Res(Negative)]



    Second in my series of Control set suggestions, here is Electrical Control. This set is intended to be a high damage, low hard control, moderate soft control set with a focus on Sapping. As fitting the theme, the set uses Energy damage with a side order of Endurance Drain. I'll outline the powers in more detail below, but I'm going to leave out the Sapping aspects of the powers for the very last bit of this post, since End Drain is a complex and potentially overpowering game mechanic.

    Following the precedent set by the other elemental sets, I've started the set off with the Immob/Hold/AoE Immob trifecta. Fairly standard, they are essentially the same as the existing trifectas. I cribbed the names from existing powers, following the precedent begun with the other elemental sets. Secondary effects will be discussed in the End Drain section.

    Level six throws in an additional single target control. Using her exceptional control over electricity, the controller can temporarily re-wire a targets brain causing him to fight his comrades. Neural Scramble is a Confuse, in the same vein as Deceive or Confuse.

    The next three powers are where End Drain becomes a major part of the Electrical Controller's power. Synaptic Overload is a ranged area Sleep with some minor, but important End Drain. Blackout is pure End Drain, nothing else. It isn't enhanceable but it isn't resistible either, so the player can save some slots.

    Static Field is an amalgamation of Arctic Air and Hotfeet. It has a decent damage component and a good chance to Sleep opponents, in addition to it's End Drain. Yes, I realize the damage will interrupt the sleep and that is the point. With an activation time of 5s, the power will roll it's hit check for damage and then apply the Sleep after a short delay. Five seconds later, the damage will wake everything (letting the mobs get a single attack in) and then roll to see which ones get put back to sleep. By using a Sleep rather than a Stun or Hold I can eliminate stacking, strictly control the duration, and get a neat randomizing effect. As a whole, Static Field doesn't really provide a lot of control. That's ok, since it gives some nice damage and a solid amount of End Drain.

    Shock is a standard PBaoE hold, with the Chain Induction effect added on for flavour.

    The pets I've chosen are the oft requested Cap Au Diable Gremlins, renamed to Thunder Gremlins and recoloured blue for Controllers (Doms keep the red version). They are squishy (with only minor resists, around 7.5%) but should deal out lots of damage in melee. Noting out of the ordinary here, except the power summons two of em.



    End Drain for Control Sets

    End Drain is the trickiest Debuff affect in Co*. As E^3 blasters will attest, it is worthless unless a mob is completely drained, after a full drain is achieved it then becomes one of the most powerful effects in the game. In order to keep a mob drained, it must be coupled with either -Recovery or a DroT (Drain over Time), or else recovery will begin restoring enough endurance for the critter to begin attacking. End Drain is a binary affect (either on or off with no middle ground). This is very similar to the Mezz system, and treating it as a mez is a much better method of looking at it. Since different mobs have different amounts of Endurance, it's even possible to treat End Drain by magnitudes.

    But wait, I hear you say, isn't Endurance drained by a set percentage? Wouldn't that mean it affects all enemies equally?

    Well, yes. Percentage drains would affect all critter classes equally. That's why my proposed set only uses Absolute drains (which some existing powers already use). By looking at the End pools different mobs possess:

    Minion: 100 End
    Lieutenant: 140 End
    Boss: 200 End

    I can set up a quasi-magnitude system and base Electrical Control's drains on those amounts. Here are the detailed numbers for the three major sapping powers in the set:
    (Regular effects are separated from AT inherent effects)


    Synaptic Overload: (90s base recharge, 0.9 base Acc) -30 End (enhanceable, resistible)

    * 18.6s Sleep (Mag 3)

    * 20% chance for 18.6s Sleep (Mag 1) (Controllers only)
    * 37.2s Sleep (Mag 6) (If Domination)



    Blackout: (60s base recharge, 1.2 base Acc)

    * -90pts (un-enhanceable, irresistible)

    * 20% chance for -150 End (un-enhanceable, irresistible) (Controllers only)
    * -150 End (un-enhanceable, irresistible) (If Domination)



    Static Field: (Ticks every 6s, Autohit)

    * -10 End (enhanceable, resistible)
    * 20% chance for 6s Sleep (Mag 3), after 0.2s delay
    * Scale 0.5 damage (Requires Tohit check)

    * 75% chance for Containment damage (Requires Tohit check) (Controllers only)
    * 20% chance for -10 End (enhanceable, resistible) (Controllers only)
    * 50% chance for 12s Sleep (Mag 6), after 0.2s delay (If Domination)
    * -20 End (enhanceable, resistible) (If Domination)


    As you can see none of those powers can sapp a spawn on their own. They must all be used together. The layer has the choice of opening with the ranged Blackout and suffering the alpha strike or they can run into melee and sleep the spawn with Synaptic Overload. Both options are hazardous, but the end result is worth it. After their opener, the player should use the other drain power to establish lockdown. Together, Synaptic Overload (if well slotted) and Blackout will drain 140 points of endurance or enough to sapp minions and lieutenants. If the player gets lucky, Blackout with get a critical control and sapp enough to drain Bosses. Static Field then prevents the enemy from regaining too much endurance, although the slow tick rate may allow an attack or two to slip through. On the plus side, once a spawn is sapped and Electrical Controller can keep it that way almost indefinitely.


    One note on Dominators. I'm not certain what a Dom's AT modifier would be for end drain, but the values I've outlined can not be any lower or else the set won't be able to sapp within the required parameters. Domination could add in additional end drain



    Recap:
    -Can reliably sapp Minions and Lieutenants with slotting
    -Blackout has a chance to sapp Bosses and Lieutenants in one go
    -Can keep mobs drained indefinitely
    -Will most likely eat an alpha opening with a Sapping power
    -Requires 3 powers for reliable every spawn control. Most sets require one.
    -Blackout requires only minimal slotting (1 Acc, 2 Rech should be enough)
    -High AoE damage


    Oh, and the -End Over Time on the Immobs and Hold is just for flavour. It shouldn't be enough to drain anything. Likewise for the -End in the Gremlin attacks.


    To compliment the set, here is a quick suggestion for an electrically themed ancillary:

    Lightning Mastery (Controller)
    Level 41: Lightning Bolt
    Level 41: Charged Armour
    Level 44: Ball Lightning
    Level 44: Voltaic Sentinel
    Level 47: Power Sink


    I hope you've enjoyed reading my suggesting as much as I enjoyed creating it. As always discussion, questions, and comments are welcome. Also: look for my Water Control suggestion, coming soon™!
  3. I LOVE Weatherby Goode's version of electric control. Shall i post a link? IT should be focused on low control, high end drain high dmg. The pets should be much like the imps. If it only focuses on End drain then to that would be just silly.
  4. Oh this Topic is new!...wait.
  5. Tater Todd

    3 Dom team

    Grav/Earth
    Mind/Fire
    Plant/Psi or Earth/Psi

    Singy will add extra control to the mix so it would be like having 4 doms. He also can Tank so that would help. Earth is good for getting that extra hold off in melee which you WILL encounter fighting an AV.

    Mind/Fire is to awesome to even list I could write a page on that one lol.

    As for my last pick, both plant and Earth have their uses for keeping the AV busy. Earth pulls ahead though when it comes to mitigation AND Animate Stone can Tank...Audrey(Plant Control) can tank certain foes but not AV's I believe. Psi is good for keeping down the AV's Recharge and Regen.
  6. Storm/Energy...I applaud you haha. Am I the only one that though about Fiona Apple when I saw this thread title?
  7. The biggest problem that I have with my warshade is Fury that's right with my warshade it tends to give me the same high as I get from Fury on a brute...i love it.
  8. Quote:
    Originally Posted by Fleeting Whisper View Post
    QR

    Maybe the OP is fighting heavily lethal-resistant enemies or something...?
    Probably so, the same thing happened to me with my Nin/Nin Stalker.
  9. Ah, ok! Well...Yeah, I meant to say I also use it when I can line the baddies up. Dark Melee taught me that cones can be a beautiful thing.
  10. I might be the only one in this thread who feels this way but I BARELY if every use Eviscerate. When I removed Eviscerate from my chain my numbers seemed to go up significantly. I still use it though if I run into a problem like Ritki hacking and meh fayse. Still though Focus makes me happy inside...I think it's almost my number 1 favorite Scrapper/Stalker move in this entire game.
  11. Tater Todd

    Bane's pets

    Quote:
    Originally Posted by Angelic_EU View Post
    Do Call Reinforcements and Summon Blaster (Mace patron) offer good sources of damage?

    If I am building a damage-oriented bane, should I pick both of them or can I do without any one of them?

    Thanks
    I know for my Crab they help bring the damage level up a bit and I would imagine it does the same for my bane...but I used the little guys to keep a spawn preoccupied dmg took a back seat with my bane build. Since In my honest opinions Bane's deal some rather nasty dmg. I also love fighting Ritki with my Bane.
  12. The only reason why I don't care for energy blast is due to the fact that when you are on teams people hate you. Everyones equivalent of a good energy blaster is one that doesn't use his blast at all or hovering in the air and blasting and for me that gets old.
  13. Tater Todd

    Kheldian Sash

    One can always dream! I mean we gotz our butt capes no? *prays to the nerd gods*
  14. Quote:
    Originally Posted by Themiscyra View Post
    If nothing else, the Meet & Greet will not be happening at the convention center and we've been told that PAX admission will not be required to attend.

    You'll miss out on the panel and any other stuff going on at the con proper (the panel's about it for CoX content), but you'll still get a chance to buy swag, win prizes and hang with the devs.

    Now if they'd just announce the location, I could finalize my schedule.
    I might just go for an excuse to drive up to Boston...also to meet the Devs.
  15. There's no tickets left for Saturday eh? *sigh* is it even worth me going anymore?
  16. LOL, I like how you twisted my words there :P. The OP was asking a basic question sos I just responded with a basic reply. I'm not saying Immobs are a no-no, just the fact at level 10 or below you will not have much in your arsenal to keep yourself protected if you spam your immob power.

    During late game/mid game it's a totally different story.
  17. Tater Todd

    Kheldian Sash

    Quote:
    Originally Posted by Noxilicious View Post
    Okay, what we really need now is a Kheldian Pride Parade.
    I LOL'D so hard, I did!
  18. The biggest thing that gets doms and trollers killed is when they spam their aoe immob.
  19. Tater Todd

    Flytrap

    Quote:
    Originally Posted by Zamuel View Post
    I respecced out of Whirling Hands to get the pet and my word my performance has doubled. And it doesn't even have good slotting yet. I was initially wary since I had heard that non-MM pets have a tendency to be incredibly dumb but even on its off moments it's pretty good.
    Non MM pets? To me it's the other way around haha. Yeah Fly Trap does very nice dmg and aggros very well and now he can take a lot more damage.
  20. I could not do an Ice/Thorn now Fire/Thorn...
  21. Tater Todd

    Soloing AV/GM's

    My top pics for AV/GM soloing would be

    /Traps
    /Rad
    /Cold

    Dark would be nice as well if only there was a way to kill regen in dark.
  22. Tater Todd

    Illusion/Which?

    Ill/kin is very fun...but very clicky!
  23. Assault Rifle is excellent with Dark. Also Kin if you are not afraid of Redraw...like A LOT of it lol.


    Yeah though go with Assault Rifle Dark you will not be sorry. Tar Patch + Flamethrower + Full Auto is a thing of BEAUTY!
  24. Tater Todd

    Go to Redside.

    *Casts Placate on thread and Smoke Bomb*
  25. Ice/Dark
    Assault Rifle/Dark

    B/C nothing makes a nuke more yummy then adding -30 resistance...num!