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I think the biggest offender is Group Fly because it's a group debuff, knocking 25% off everyone's tohit. I have no idea why this artefact of days gone by has hung on to Group Fly; even if we dropped the tohit debuff, it's so situational (virtually useless indoors) and has such a high endurance cost that I really can't imagine using it anywhere outside of a Hami raid.
Really, I'm surprised it has survived the way it is for so long. -
Quote:I quite agree with Local. Even at low levels, where healing tends to be a bit more useful, an ill controller brings a lot to a team. Deceive is great power that brings faster defeats and more team safety. You can prevent a great deal of that incoming damage. The team that tells you to just heal is uninformed.Did you take a look at my Illusion/Radiation Guide? I have recommended builds for leveling. I hope you took Deceive . . . use it a lot in low levels. I suggest you skip Flash until later in the build . . . in low levels, it is not all that useful. In low levels, you almost act more as a defender, using your debuffs and blast powers. But once you get Phantom Army at 18, things change.
As for the team saying "Just heal"? That is not a team you want to be on. Unfortunately, you run into teams like that, mostly on Freedom. -
Quote:I'm certainly welcoming of new foods and experience, but I hope the American way of over processed foods doesn't reach too far. I've been making a push in the past few months to make all my meals from basic ingredients and not cut corners for the sake of convenience, like say, buying a frozen pizza. I think that's an idea that relates back to tea in a direct way. The preparation should be considered part of the meal as much as the food itself.I have the Asian tendency to think of a meal as not being a real meal unless it has rice in it. With globalization this is obviously changing, but still.
Also, I just posted so we could dance together. -
I need a rice cooker so bad. Rice and various beans have become a staple of my diet lately and this would make thing so much more convenient: beans in the slow cooker and rice in cooker (with a timer!) so everything is ready when I get home.
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Well, you can target PA and you can certainly cast a toggle on Untouchable target e.g. Master Illusionist. I'm going to guess that you probably could. That's not a guarantee though.
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It's not a new power. Wait two weeks and you'll see.
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I'm with Carnifax on Psychic Scream. I tend to hit it right after Seeds and I don't mind take a hop back to use it again. With enough recharge, I tend to use PS and PSW with an occasional Mind Probe in between. When it comes down to tough targets like AV's I'm generally hitting with Mind Probe and TK thrust with one of the AoE's filling the holes.
I did take quite a few powers primarily as IO set mules, but have found them hand in odd situations like sleep mobs I've over aggroed or sniping the console on an ugly ITF. -
I'd say your build is looking better. There are still some tweaks to make and things that I would change for my own personal taste, but overall better than the first draft. So again, without any particular order, here are my bits of advice.
- In Stamina, I generally go with 1 generic end mod IO's , the End Mod from Performance Shifter, and the proc. You do get better recovery with your slotting, but I perform to keep it limited to 3 slots.
- Benumb could use accuracy enhancements. As your source of -regen, you'll want to use it on hard targets like AV's. Unfortunately, they'll resist the defense debuffs that make it easy to hit everywhere else.
- When dealing with purple sets avoid the single aspect enhancements. They generally put you well over diminishing returns. So I recommend the following:
Replace the Immobilize with the Immobilize/End in Stone Cages.
Replace the Stun with Stun/Endurance in Stalagmites.
Replace the Hold with Hold/Endurance in Volcanic Gasses. - You've got a lot of -kb. I find 4 points generally works well enough for PVE; 8 points will prevent most knockback outside of exploding Rikti bombs and Fake Nemesis' using its staff.
- Quick Sand can do with a single slot. With the amount of recharge in this build, I'd let that slot be end reduction. You could even use a Cytoskeleton Exposure to enhance the defense debuff and get an endurance discount.
I like Tactics and Vengeance both. However, like I said before the tohit isn't quite as useful when you've got so many defense debuffs though I do see your point about the +perception. You could take Assault and Maneuvers slotted with LotG: +recharge and five pieces of Red Fortune to maintain the same recharge bonuse, and you'll still be able to pick up Vengeance. The damage boost plays well with -resistance, better than tohit does with -defense.
Overall, I think you could still free up a few slots from Quick Sand, Stamina, and Infrigidate. Most important would be shifting a few slots to Benumb for accuracy. -
The controller boards are generally a quieter place than most. It's not surprising for it to take a day or two to get some feedback. Please be a bit more patient before bumping your post.
As for your build, there are somethings that I would definitely try to avoid. So here are some suggestions in no particular order.
Kinetic Combat will ruin Earthquake. It increases the knockdown to the point of becoming knockback, which those enemies out of its own area of effect. I recommend using Dark Watcher's Despair to enhance the recharge, -tohit, and endurance reduction while picking up a 5% recharge bonus with four slots.
Sleet has a very high base accuracy (150%) and does not need additional accuracy enhancement. It does benefit greatly from recharge and endurance reduction. It also carries a very strong defense debuff that requires little to no enhancement; coupled with earth's debuffs you can go without slotting for defense debuffs.
Stamina is terribly slotted. Yes, you pick up a 5% recharge bonus but a great deal of the enhancement value is lost. Those slots can be used to enhance other powers that would also pick up the same recharge bonus, Aid Other for example.
Quicksand is a fine power, but Slow sets are notoriously bad. Sacrificing four slots for 3.5% recharge isn't a worthwhile trade in my opinion. Again, those slots could be used to enhance other powers and pick up bonuses there.
Tactics is a bit redundant with all the defense debuffs from earth and cold. It is a great power, but there are few situations where your team won't already be swinging with a 95% chance to hit.
I hope this little bit helps. I'd gladly look at your build again after you make revisions. -
Quote:I would agree with this. Once someone thoroughly understands the basics, they can begin to synthesize their own experience with the knowledge they've gained to suit their style. You even occasionally get an idea that will alter the the conventional wisdom about how best to play.I feel that there is an evolution in gameplay.
At stage one you are asking folks for advice on a build and pretty much building to their specifications. At stage two, you are presenting your own build, and tweaking it according to other people's comments. Then at stage 3, you've got something that "no one else would use."
Basically, if everyone agrees your build is perfect, it probably needs tweaking, because none of us can predict what your typical game experience is like.
And I almost forgot to take a look at Andferne's latest build...
Here are some of my suggestions for the new build:
- Drop Regenerative Tissue: Regeneration from Health. You'll have Regeneration Aura and Healing Aura to help you out when you take damage.
- Adrenalin Boost could use that End Mod. Many Blaster nukes carry a -1000% Recovery to the user for 20 seconds. Adrenalin Boost with an End Mod let's them recover immediately rather than hide in the back lines for that time.
- Clear Mind would be better served with a range or end reduction. With your global recharge it already charges faster than it casts.
- If you plan to use Hover for maneuvering then I suggest taking Swift rather Hurdle. You can slot Swift for flight speed to help speed up Hover.
- Drop the Confuse from the Coercive Persuasion set and replace it with the Contagious Confusion proc. This transforms your confuse into a mini-Mass Confusion.
- Replace Ragnarok: Damage with the knockdown proc. Using the Damage enhancement takes it well into diminishing returns while the knockdown proc will help mitigate return fire when using Terrify.
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Quote:If built correctly there are several Controller and Dominator combinations that can deal out surprising amounts of AoE damage. The two examples you've cited, Gravity Control and Energy Assault, happen to be some of the most single target focused for control primaries and assault secondaries. From control Fire and Plant both deal a fair amount of AoE damage, and Fiery and Psionic Assault both offer up good AoE damage for a dom. I easily solo on +2/x8 with my Plant/Psi/Mace, for instance.Just FYI. Controllers and Dominators are crowd controllers. If you scrapped you might not find this so exciting. I have a Level 50 Hero gravity controller with RAD and she's nice but I must fight with teams. On the Villain side, I have a gravity Dominator with Energy/powers and she's can solo but she's only level 40 but she shines again only with teams. NCSOFT has balanced the characters so you can't be everything.
As for the OP's interest in Grav/kin, I would caution you to try another controller combo first. Grav/kin is workable, but I would find it daunting for a first time controller. Gravity notoriously lacks good AoE control until Wormhole at level 26; most other control sets gain a reliable AoE control at 12. Kinetics is similarly late blooming and does requires a more reactive approach for personal survival. As for solo ability, Gravity has better single target damage tools than most control sets. If you're interested in solo'ing larger spawns then it lacks the AoE damage found in other sets. -
BBT's build is not a build I would recommend. Many things are underslotted while others have an extra slot wasting space. A quick example can be found in Dominate; you can remove the Hold enhancement and only lose 3 secs of duration and 5% toxic resist from the set bonuses. That slot could be much better used in Fortitude (don't forget that this provides defense equal to Forcefield's ally shields) or by placing in End Mod in Adrenalin Boost (so blasters can fire their nukes without a crash).
I also highly encourage anyone to take Total Domination. While Mass Confusion is a fantastic power it still suffers from a very long recharge. Mass Hypnosis + Total Domination is a very effective opener for those times when Mass Confusion isn't available. -
Quote:Yep, this is pretty much it. It will have a chance to fire when you cast Bonfire, but that's it. After that the Bonfire entity would gain the +recharge if it were affected by it.I could be completely wrong, but Bonfire creates a pet, and, last time I checked, +Recharge does not affect pets in any way whatsoever. Procs affect the pets the proc is slotted in, not its user, so a +Recharge proc in a power that summons a pet is probably useless.
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Quote:I like Tex's build here, but there are a few things I would do to tweak it though really it comes down to a matter of tastes. (Tex seems to prefer a bit more damage than I do.)Much better. Still extremely expensive, but the money is being put to much better use IMO. Particularly expensive sets, FYI are Armageddon and Ragnarok.
Here's a suggested build based on what you just posted. Damage and recharge are higher, and it has perma-Hasten. I had to sacrifice a little out of Adrenaline Boost to do it. and you may find I've wrecked that power too much.
I also took a few extra blasts and swapped Mesmerize back out for Levitate, to help you get extra damage and some different damage types for enemies that are resistant to Psi.
I dropped Recall Friend. It's actually a great power but with so many critical things to pick from IMO you are stronger without it.
[EDIT: Swapped a damage IO in Terrify for the knockdown proc, since you were already damage capped and knockdown works great in this power. Also swapped out a few other specific pieces in purple sets to add procs where ED was exceeded.]
I love Mesmerize. It can take out a stay boss out of the fight for a bit, with it's excellent duration it can easily be slotted for damage, and it sets up easy containment for a chain of Mesmerize - Dominate - Mesmerize. Levitate helps with psi-resistant, but as you may not find this character solo'ing often I'd leave the damage in someone else hands.
Replace the Recharge IO in CM with end reduction or range. Without the recharge, you still have it up before it's cast time is over.
I'm not a fan of the resistance based Armors in the APP's. It almost seems like an after thought here. On my Mind/Emp I plan on taking Conserve Power instead, and intend to use it between Recovery Auras. Recovery Aura and Conserve Power would make it a Stamina-less build possible, but I decided to keep Stamina for exemplaring down. -
I'm currently playing a Mind/Emp myself. The empathy set is a new experience, but mind is an old friend for me. Hopefully, my experience will give you a bit of guidance.
The first caveat is that this will be a very team oriented character even for a controller. People often point to the fact that little of the empathy side benefits the caster and without a pet Mind has nowhere to direct many of Empathy's buffs. However, control and buffing are both directed at team survival and together they do a very good job at that. It can be a bit hectic to split your attention between both, but some find that very challenge appealing.
The second caveat is this: know your allies, know your enemies, and know your powers.
Know your allies: Your buffs will provide greater benefit on certain allies at certain times. For example, Fortitude is a damage, tohit, and defense buff. Some tend to immediately apply it to scrappers and blasters seeing only the damage and tohit, which is fine when the team is moving along safely. However, it also provides as much defense as both of Forcefields ally shields. As such it's very useful for squishy teammates. If a defender's debuffs are drawing a lot of aggro, use it on him so that he can stay alive and speeding up enemy defeats. If the a controller is mitigating the alpha, give it to her so that she takes less return fire. Fortitude and Adrenalin Boost are both versatile buffs that can be used on different allies in different situations.
Know your enemies: Your controls won't always work on every enemy. Know who has protection from what. For example, (most) robots aren't going to sleep. Nemesis has protection against confusion. Hit Cimerorans with confusion before they can use Shout of Command. Also, know what enemies can do for you. For example, you can turn a Sapper with Confusion and let him drain his allies' endurance. Confuse Rikti Guardian's and you might get hit with Accelerate Metabolism. Confuse a Master Illusionist and it will turn her pets against her. As opposed to scrappers "Flip out and kill everything" way of life, a mind controller is strategic.
Know your powers: Most advice I would give here has been alluded to in the previous two paragraphs. Your powers are versatile. There will be situations where one is obviously more helpful than another; there will also be situations where it's hard to make the call. Heal an ally and save his life for the moment, or toss out an AoE control to prevent more incoming damage and keep the aggro from falling on the team? The goal is always the same: keep your team safe. How you go about it is your call. For me, I emphasize controls and buffing. Others prefer reactionary healing.
With that general advice out of the way, here some specifics in regards to your build and power picks:- Mass Confusion is the best power in Mind control. You can confuse an entire mob without drawing aggro. Skipping it is a tremendous error.
- Terrify is a respectable control and can be leveraged for some AoE damage. Again, I would highly recommend taking this power.
- Confuse like the AoE version is an aggro free power. You can stack it on bosses without drawing their attention. Absolutely unskippable.
- Mesmerize had a very good base duration. You could slot it entirely for damage.
- Health is overslotted. Regeneration does little with a controller's low hitpoint pool. I tend to only slot the +regen/recovery and +recovery uniques because controls are endurance heavy.
- Tactics is a great power, but Fortitude provides a 15% tohit bonus. With enough recharge you can keep it on most teammates.
- Invest in global recharge. It will benefit you in both the control and empathy aspects. Consider the following sets for bonuses: Doctored Wounds, Efficacy Adaptor, Basilisk's Gaze, Red Fortune, Fortunata Hypnosis, and Coercive Persuasion (both relatively cheap for purple sets).
Right now, your build is in bad shape though I'd be glad to critique again after some revisions. -
A few general suggestions:
Get a few sets of Doctored Wounds. It's a fairly reasonably priced set the last time I had checked. Five pieces will yeild a nice 5% recharge bonus that you can pick up in Healing Aura, Heal Other, Regeneration Aura, and Adrenalin Boost.
Regeneration Aura, Recovery Aura, and Adrenalin Boost are the key parts of Empathy and deserve more slotting. Primarily, you want them up as often as possible. The Doctored Wounds set is nice for both Regeneration Aura and Adrenalin Boost and Efficiany Adaptor will work well in Recovery Aura. A special note on Adrenalin Boost: one generic end mod IO will let it overcome the -recovery from a blaster's nuke. Give this to a Blaster that's ready to nuke and the can keep on trucking without the crash.
Clear Mind doesn't need recharge. It generally recharges before the animation completes anyway. Resurrect could go without the recharge as well.
For your holds, I'd recommend 4 parts Gaze of the Basilisk and 1 triple from Essence of Curare. You'll get better enhancement values and free up slots at the cost of some rather lackluster set bonuses. -
Quote:There goes my reading comprehension score. Target, of course, referring to the enemy. At any rate, Local points out the obvious flaw in making a change like that to the AI. AV's and GM's can take quite a while to reduce from 25% to 0% hp, and decoy is needed during that time.<QR>
I believe what the OP means is, if the target the Decoy Phantasm was spawned for has less than 25% health, then make it so it won't spawn it on them.
I've seen that happen a lot, the Decoy gets cast on something with low HP's and then once the Decoy's target is (usually quickly) defeated, the decoy disappears. It then has to recharge the power and the player is left with one less way to deflect aggro.
It's annoying but, meh, I don't have THAT much of a problem with it. I also wouldn't complain if it were "fixed" so... -
Care to expand on that?
From what I've seen the Decoy persists even after Phantasm dies. If it has been cast when Phantasm is low on health, at least there is an extra body around to draw aggro should Phantasm be defeated. Could it provide better mitigation by use Energy Torrent? Sometimes. There are times that I'd much rather have the Decoy out.
If you've got the data it certainly would be more helpful to post that along with your suggestion. -
Quote:If I recall correctly, Defenders actually have a smaller magnitude on caging powers (5.96 vs a controller's 7.45) and can't cage EB's with a single application. Also, the magnitude on these powers is flagged as variable due to their unenhanceable duration. As a result, the magnitude is resisted by level scaling. Defenders would be to cage AV's because of only they only have 3 points of inherent mez protection. When I was doing some testing with a grav/ff'er I seem to recall GM's shrugging off Detention Field as well.Neither Sonic Cage nor Detention Field accept intangible enhancements, because they can already capture any target with a single application. Considering the "Intangibility Duration" enhancements actually enhance intangibility magnitude, and there's absolutely no reason to enhance the magnitude of Sonic Cage or Detention Field, neither power accepts the enhancements.
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Quote:I was thinking the same thing this morning. It would be awesome as a click power that grants an ally a -res aura auto power, maybe something with a 60 second duration and 120 second recharge. That would also help keep the aggro from falling back on the defender/troller, an occasional problem when Disruption Field debuffs a group that hasn't been aggro'ed yet.Disruption Field, Change to a click power instead of a toggle like fortitude maybe decrease the -res % because of stacking... prob a long recharge tho like 120sec, or allow to place on yourself
Quote:I like the balance between offensive and defensive that Sonic provides, but I think it covers too few late-game holes.
No Psi protection - some could be put into Clarity. Clarity deserevs a bit of a boost since some of its effects are redundant with Dispersion.
No endurance management tools or end drain resistance - some could go into Sonic Haven or even Sonic Dispersion.
There are plenty of teammates who need these much more than the extra S/L Resistance by the later levels.
Quote:I concur.
Sonic is very much under-appreciated simply because, for the most part, people don't see it's effects. Everyone's doing more damage, but don't know/care why or how. Same thing with taking less damage.
Would I like it to get some lovin'? Of course. I love sonic defenders, and my Grav/Sonic troller. I don't think the set really 'needs' attention, but some kind of buff would be nice. -
Quote:Good call on Liquefy. It would benefit much more from an Accuracy IO in there.Looking at the build, is there any reason to not slot accuracy in Liquefy? And is Animate Stone's defense high enough to really justify the +def IOs?
As for Animate Stone it has high resist before the shields. After you hit him with Thermal Shields he's quite sturdy, but to take it even further I like to toss the defense in there (which pairs well with the -tohit going around). -
I haven't reached Liquefy yet, but I'm looking at the debuff much more than anything else. A base -25% to hit is pretty good. Toss it under Earthquake to net -35% to hit or Power Boost it alone for -55.7% to hit. The defense is a bit redundant with Earth and the -20% recharge is probably not very noticeable, but that -tohit seems very tempting to me.
Really, the problem with Sonic comes from the redundancy of Clarity and the limited usefulness of Sonic Repulsion. Those two powers seem like real duds to me. -
As to your first question, I would probably skip Salt Crystals and possibly the single target immobilize in order to pick up Hasten and Superspeed. The added recharge from Hasten would far outway an extra 7.5% from a LotG. Also, a precaution against Hover: Stalagmites and Fissure both require you to be on the ground to use.
Number two: It will work fine. Though other APP's also have some appealing options. Fire, for one, gives you an exotic damage type that will pair well with -res and offers an endurance recovery tool. Primal would also be nice for its help with endurance and PB'ing the -def in earth's powers as well as some of the -tohit. Earth's lack of endurance management is probably the only weak point with it.
Number three: You could slot it for damage to help out a bit. Decimation would do nicely and give you an extra 6.25% recharge.
Clarity: Probably the most disappointing level 35 power, IMO. Basically, a Clear Mind copy that comes nearly 20 levels later. It's nice to pop on a FF or other /sonic, since Sleep will turn of their bubble. Occassionally, it's useful for perception bonus. Otherwise, Fear and Confusion are not common enough to justify using it.
Here's a build I've been working toward lately, just to give you some ideas of what others re doing with the set.
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I'd give a nod to Mind Controllers. While you don't have an inherent source of steatlh, once you do (from IO's, SS, or stealth powers) you can move through missions coupling it with three aggro free powers: Confuse, Mass Hypnosis, and Mass Confusion. Often times you can lock down spawns with absolutely no retaliation.