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Posts
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Quote:As others have pointed out, pairing dominators with the controller APP's creates several duplicate powers, a situation that we know the devs have avoided in the past with Tanks and Conserve Power. Among the powers that would be duplicated if doms received controller APP's are Fire Blast, Consume, Power Boost, Ice Blast, Frost Breath, and Fissure. Barring Thorny Assault and Electric Assault, all other dom secondaries have a power that could be duplicated in Controller APP's. Because of the mixed nature of dominators secondary a new APP is almost a necessity.What I get from reading Castle's words is APPs & PPPs will not change. The Q that isn't answered is how the devs plan to line the ATs up with respect to changing alignment.
I think the only pairing we can say is 100% correct would be Dominator=Controller.
The other 4 may or may not be so easy to answer. Especially for nubs like me.
In my nub brain, the other 4 pairings are as such:- Defender=Corruptor
- Scrapper=Brute
- Tank=Mastermind
- Blaster=Stalker
So in a nutshell, it looks like epic pools will not change with respect to powers available. The Q, in my mind at least, is how the devs view each ATs counterpart. -
Quote:Most of the min-maxers I know are more concerned with their personal performance than that of their teammates. In fact, they're probably the people like;u to skip a power that doesn't benefit them and be kicked off a team.
You will, however, meet the serious person who does not necessarily have a whimsical outlook on the not-so-serious situations presented in a game. As such, you will most likeky meet the person I like to call "Sir Ragesalot" or "Minicus Maximus". Minicus Maximus, as I am so fond of, will demand the best of the best of the BEST from his or her teams, and anything shortcoming of their goal will ultimately be weighed down onto the "Gimpicus Minimus" or the player who isn't tailored exactly to absolute maximum efficiency. -
Generally, you don't see many huge debates here. When we disagree we all do it pretty civilly. It also helps to have a few very knowledgeable members like Local.
Anyway, a second consideration if you find Illusion off-putting is Mind Control. The aggro free controls in Confuse, Mass Hypnosis, and Mass Confusion let you shed some of the heat for those times when you need to focus on the empath side of things. -
It's probably a bit late to speculate, but what influence will the new e-mail system have on the market? Now that people will be able to transfer influence and goods among their own characters with ease, I imagine we will see people pooling their influence to afford higher priced recipes and enhancements. Could this mean a temporary price spike with the release of i17?
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Congrats, Utopia. I achieved my goal of getting each control primary to 50 about a month ago and thought of writing up something like this. After reading yours maybe I will.
As for controls, you hit on something that I really like about them. They really utilize both their primary and secondary to fill their role. Some combinations fit together really well. Others don't. There's a lot of variety in the way they play. Speaking for the two you created, they are slow movers before 32. Others do a bit better there though. I have an Ice/Rad as well and I find it monstrous for halting incoming damage.
I also shared your feelings on dominators. It felt really odd to me when I changed to a dominator, but I'm slowly leveling one of those up too. It really is a different role than a controller plays, but I'm having more fun with it now that I've recognized that. -
Quote:And what of the AT's that can have their entire primary marginalized by other members of the team or game mechanics? Do you want the third Force Field Defender on the team to keep buffing? Do you want a controller to sling controls in an AV fight or pay more attention to their secondary? What of an empath on a team that's buffed to the gills? Maybe the problem is you don't realize what an Offender is or how potent they can be.Um...yes? You rolled a DEFENDER. Not a blaster. If at any point, at any time, a player puts his/her secondary over his/her primary, that person is playing wrong. If a tankers build takes every single attack, and doesn't work on defenses at all, guess what? He's not a tank, he's a weak wannabe scrapper. If blaster puts his/her secondary over his/her primary, he's a glass scrapper. (You can see where I'm going with this, yes?) I'm guessing, by the lengths you go to defend this playstyle, you are part of the problem.
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First, defense is not everything. I've said it before and I'm sure I'll say it again. Controllers do not live and die by defense alone. You have an entire primary dedicated to your safety and numerous powers in your secondary that will contribute to it as well. You seem to have hit the lethal/smashing cap with ease, but it looks like you make sacrifices to go after ranged defense as well when it isn't necessary. On top of that, you're able to debuff the enemies tohit, which is essentially +def for you.
Second, defense will only last as long as you can keep those toggles running. By the looks of it that won't be long.
Third, recharge is a controller's best friend. Control is the controller first line of defense and recharge is the key component in having those big AoE controls when you need them. This also goes back to your problem of being mezzed. If your controls are recharged then mez the mezzer before it becomes a problem. Control those things that are likely to do you the most harm.
With those things in mind, here are some suggestions in an inelegant list.
- Lingering Radiation gains very little in terms of the power itself with that slotting. I like 3 slots of acc/end from slow sets and two generic recharges. Some folks won't even give it that much enhancement. In any case, the bonuses aren't worth slots better spent elsewhere.
- Then again in Choking Cloud. Frankenslot that for endurance, hold, and a bit of accuracy. The defenses aren't worth it if you're sucking wind.
- In Char and Cinders I would replace Lockdown with 4 pieces of Gaze of the Basilisk, an acc/hold/recharge from some other set, and Lockdown's proc. You'll gain a good bit of recharge, a small recovery boost, and even maintain a small bit of defense.
- Stone Armor. This power needs endurance reduction. Take the def/end and def/end/recharge from Kismet and Gift of the Ancients. You'll loose 1.4% defense, but the toggle will cost about half of its unslotted cost and you'll pick up two more recovery bonuses.
- You can pick up another recovery bonus in Radiant Aura by slotting Miracle rather than Numina.
- Regeneration on a controller is generally less than optimal. Unless using slots in Health for the Numina and Miracle uniques, I recommend only one slot.
And to answer your question about Seismic Smash and Earth's Embrace: both are good powers. Seismic Smash is phenomenal damage as well as a mag 4 hold, enough to hold a boss with one hit. Earth's Embrace is a heal and +HP. If you can perma this power and get the +HP accolades you will hit the controller HP cap, around 600 extra HP. - Lingering Radiation gains very little in terms of the power itself with that slotting. I like 3 slots of acc/end from slow sets and two generic recharges. Some folks won't even give it that much enhancement. In any case, the bonuses aren't worth slots better spent elsewhere.
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No, even though Slow sets are almost worthless... at least for controllers who have generally have access to an AoE immobilize. It does let you Frankenslot for a few acc/end and polish it out with generic Recharge IO's. I know many people hold this for AV fights, but considering that it'll floor an even con minions recharge I like to be able to toss it around a bit.
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I was thinking about this the other day. If merits were doled out throughout the story rather than the end, it would be possible to offer them to everyone that participated in the mission. I suppose that is my second biggest gripe with merits. Outside of TF's and raid encounters they aren't very team oriented rewards.
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The Fire epic was definitely the pick back in the day when those Wartroller guides were written, but since the addition of 5th powers to the pools others have become viable for AoE damage as well. Now all the pools have something to offer for this style of play. It's a matter of picking the one that suits your needs the most.
If you're leaning towards team play then I second Tex's suggestion of the Primal pool. Powerboosted Shields go a long way at keeping your teammmates alive and Conserve Power can help deal with endurance issues. Ice and Stone are also good contenders considering the amount of defense gained from their armors and both offer some decent AoE damage. Ice also has the advantage of an all-in-one panic button/health/endurance recovery power. I've run with both, Stone on my fire/ff and Ice on my plant/ff. -
The only problem I have with merits is how they've dried up the mid-level supply. Allowing people to set the maximum level of their roll would be the perfect solution in my mind.
Other than that I do enjoy merits quite a bit more than random drops. I don't like being subject to the fluctuations of the market, and find it much more enjoyable to earn 200 merits for something rare than to play the market for the influence needed. -
Quote:She's right.I think it's better to just go with what you like, rather than what's popular/unpopular.
Not doing something because everyone is doing it is just as stupid as doing it because everyone is. If everyone stayed on the bridge, would you jump off? Look at the thing and make your judgment. Whether it's good or bad won't change with the number of people that enjoy it. -
Quote:Actually, spamming Roots is more viable than Fire Cages because Roots offer nearly twice the damage of other AoE immobilizes. At low levels, it's quite easy to toss Roots on a mob in Perez Park then duck under cover while it recharges. This coupled with enough damage from confused mobs courtesy of Seeds of Confusion makes Plant a very easy set to enter.But the AoE damage isn't really there. Spamming Roots isn't going to be any more viable than spamming Fire Cages. An AoE confusion... well, that's going to be pretty awesome actually. Still, it's a totally different dynamic.
In early levels, Plant will out damage Fire unless you're willing to make the trade off of massive amounts of safety by entering melee with a endurance heavy toggle. -
If you're referring to the Coercive Persuasion: Contagious Confusion then you are mistaken. The proc doesn't drag aggro from either the target of your Deceive or the surrounding mobs struck by the contagious confusion.
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Generally, I agree with advice that you give OT, but this is a case where we'll disagree.
Quote:Stamina may be helpful on a leveling build here, but I don't think it's necessary in the final build given the recharge of Recovery Aura and Conserve Power. Alternating between the two will give little time in which the OP isn't covered by one or the other.The first thing that immediately jumps out at me is the lack of Stamina. While achieving Stamina will cost you some power picks, it will also open up some slots, because neither Hurdle nor Health will need any.
Quote:I know you said you liked to Fly, but I'd think over carefully how much you really need it. I would consider dropping both Hover and Fly and relying on Hurdle + Ninja Run. This will buy you back two slots. As a Controller, getting out of range isn't as critical as with some other squishies. If you run into a specific scenario where it's an issue, use a Raptor Pack.
Quote:I personally would consider swapping out of the Primal epic, exchanging it for Ice, Fire, or Earth. Going with Ice lets you slot a Luck of the Gambler +Recharge in the armor and gets you Hibernate, which allows you to hide in safety while pets take care of enemies or waiting for Phantom Army to recharge. Fire is all about the damage, great for a Illusionist because it kills things before they can heal back illusionary damage. Earth also has a defense based armor for LotG slotting, and has some controls that make up for some of what Illusion lacks. I think Power Boost is great on some Controllers, but Illusion doesn't have the big AoE controls that some sets do, and so it doesn't benefit as much IMO.
Quote:I also notice you don't have any real attacks. It's a choice, but a tough one if you ever want to solo or contribute to a small team. In this vein, try to spec into the single target APP blast, multi target APP blast, and Spectral Wounds, in that order of importance if not necessarily order of power choices. I'd also change my slotting on Blind from slotting for hold to slotting for damage, and use Deceive as my main single target mezz.
Quote:Speaking of Deceive, if you can find one more slot to sneak in here, you can gain +5% to ranged defense by slotting the sixth purple confuse IO. Normally, I wouldn't bother using a whole slot just for a set bonus, but that particular one gives a very large, noticeable boost, and since you already have 5 slots dedicated to the power, it's an easy grab.
Quote:Also, I think (but am not sure) you can pull a lot of slots out of some of the auras and Adrenaline Boost. These powers need Recharge, but a Recovery rate of +1224%, as you currently have in AB, is overkill.
One thing thing Tex's suggestions made me consider was a change in the APP picks. You could possibly change Temp. Invulnerability to Energy Torrent. This would all you to slot the chance for recharge proc and knock enemies away from squishy teammates. -
An Internet radio stationish thing. It builds play lists around your preferences and tries to play the music that you like. It's not bad. Occasionally, you can discover a band you've never heard before through it.
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There a few things that I would suggest.
Drop Absorb Pain and pick up Spectral Wounds. Given how quickly your Fortitude recharges (and you can power boost it), you should be able to keep most of the squishies on their feet with little healing. There are very few situations that will require more spot healing than you can provide with Heal Other. Also, you can pick up an extra 1.5% recharge by slotting Decimation in Spectral Wounds.
When you need to Fly it's generally outside of combat so slotting for endurance generally doesn't contribute much. Drop one of those slots and slot it with two generic Fly IO's. That extra slot can go into Blind, which is in need of some improvement.
With 5 slots in Blind, I find this slotting works well. Ghost Widow: Acc/Recharge/Hold, GotB: End/Recharge/Hold, GotB: Acc/End/Recharge/Hold, GotB: Acc/Recharge, and GotB: Acc/Hold. That'll give you about 10% acc/recharge/hold beyond SO levels and a small endurance reduction.
Other than that, I wouldn't make too many changes. Also I wouldn't be too concerned about your endurance. You'll have Recovery Aura up nearly 2/3 of the time, and you wont need your toggles most of the time. When Recovery Aura is down you can fill the gap with Conserve Power. You may have to slow down occasionally, but I doubt it will disrupt you beyond regular gaps between mobs.
I'm a big fan of Powerboost and I can see it working well with this. It'll help out the few controls you have in Illusion and up your buffs. A powerboosted Fortitude is a thing of beauty especially if you layer more defense from Group Invisibility and Maneuvers (which I would take over Superior Invisibility). Then you've got your heals. You could crank Heal Other out 4 times within the duration of Powerboost for around 3100 hp over 15 secs. As long as you target mezzers with Deceive before hand and let PA take the aggro getting hit with a mez shouldn't happen often so I would stay with the EPP you've chosen. -
Quote:I'd go furry for Horo. Yeah, I said it. Wanna fight about it?Ok, I simply must make a recommendation for a particular anime we found skimming channels one night. However, it is not for those that wish high paced action. Spice and Wolf, at its core, is a classic representation of the "slow build" love story. It has some very smart dialogue and I daresay you will learn quite a bit about being a merchant. For those of you with a significant other it is definitely one to sit and watch together.
Oh, and one more thing before I depart, "Aroooooo!"
In other news, Crunchyroll has picked up the Melancholy of Haruhi Suzumiya. So, if you're one of the 5 people that hasn't seen it yet I suggest you get started. -
I personally dislike seeing Stamina slotted like that. You sacrifice a lot of slots to chase after a recharge bonus when there are other places to pick it up. For example, you could slot Doctored Wounds in Transfusion with a generic accuracy IO in the final slot for an additional 5% assuming you have enough global accuracy* or replacing one of your Neuronic Shutdown sets with Gaze of the Basilisk for an additional 7.5% recharge.
You've got a similar situation with Quicksand. Typically, I only go with the default slotting here and throw in a recharge. Tossing another five slots at it for 2.5% defense is questionable. Instead, you could take 3 of those slots in Boxing instead and gain 3.75% from the Kinetic Combat set. It's still a trade off considering how little you may use Boxing, but it frees up 2 slots for better use elsewhere.
I also recommend slotting Siphon Speed with 2 accuracy and 2 recharge. I've found it to be a vital power for my kins.
Anyway, I played around a bit with your build and managed to stay at soft-cap while gaining about 20% recharge. Here's the data chunk if you're interested in taking a look. In any case, I hope you enjoy your earth/kin.
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*I'd recommend picking up the Kismet unique, which is actually +tohit, to help off-set the lack of accuracy in Transfusion when using Doctored Wounds. Additionally, you have the defense debuffs from earth to help you make contact. -
Quote:If the info collected by City Info Tracker is representative of the player population at large, then Flight it the third most common power pool behind Speed and Fitness. Of course, we can assume a great number of users of the speed pool dip into it for Hasten alone and do not necessarily use Superspeed as their travel power.Not that I claim to have a travel power census handy, but I kind of doubt this is accurate. From personal experience Super Jump is most popular with Fly probably being second.
Popularity aside, it's still a very underachieving power, and it's perceived 'safety' isn't as great as the AFK guy buzzing into the side of a building might have you beleive. -
Quote:And yet it's possibly the most popular travel power due to it's ease of use and safety.I beleive the idea is to balance the endurance cost so that going over the current cap would be alright.
Fly is already largely considered the crappiest travel power to a great degree, so I rather doubt helping it out of place. Especially when such cries for help are usually offered with another free kick in the face to Fly users.
Teleport, in my experience, has been the most difficulty travel power to work with. Without binds, it can be a bear and even then can it can give you trouble if your experiencing latency issues. -
Quote:This and..
Romulus: Your lands are mine for the taking!
Me: What's with the real estate obsession? It's not always that good of an investment.
Quote:Cutscene comments are best when they're accidental. The best one I ever saw had a player levelling just as we reached Rommy, and just as he shouts, "I AM NICTUS!!!", the text bubble of someone responding to the corruptor levelling pops up:
"gratz"
We just about teamwiped because we were howling with laughter at the coincidence of it.
Michelle
aka
Samuraiko/Dark_Respite -
To me, it seems that you're looking for too much from a single character. The ability to solo isn't a problem, given the different difficulty options anything can solo. Being able to farm and solo AV's that's a more difficult goal. You're essentially asking for a character with superior AoE damage and superior single target damage all while maintaining a high level of survivability.
Let's look at two of your current toons for examples. A fire/kin is both survivable and does good AoE damage. However, faced against a single powerful enemy your damage per endurance cost dramatically alters and your most powerful buff only does a fraction of what it does in a farming situation. An ill/rad on the other hand has tools to very effectively deal with a single powerful target, but lacks the AoE damage to make it competitive with most farmers.
I'm not saying that there aren't characters that can't handle both, but I would consider them exceptionally rare and very well built. -
Quote:The problem is "random acts of kindness", badgers, and many others make up the pool of people undercutting your profit. You presume that people are making these IO's for profit rather than the convenience of clearing out salvage and recipe spots. Convenience is my number one reason for doing so. After I've filled the sg bins, the rest goes on the market at a low price so I have room for more drops and market space for transactions that I'm actually concerned with.I'm not talking about random acts of kindness, I'm not talking about dumping stuff on the market that was made for badges. Did I suggest for one second that stuff like that doesn't happen? No. Did my original message seem even remotely like I was talking to you if that's why you post stuff cheap?
I'm talking to the person who's treating this like a poorly paid job, who's churning off cheap IOs like they're in a sweat-shop. I'm not telling you that manufacturing IOs to make influence is a bad thing. I'm just suggesting that you might want to make a reasonable profit out of it.