-
Posts
1596 -
Joined
-
Quote:A badge of honor? All it tells me is that someone has dinged 50. It took me nearly a year and half to get my first 50, but (especially during the AE pl'ing fiasco) I've seen people with a 50 in less than 3 months. It certainly was exciting the first time I hit 50 to think I could roll a new AT, but this change doesn't retroactively diminish the excitement I felt. The clunky playstyle of Khelds did enough to tarnish the idea of "epic" for me.This is the one detail I'm not crazy about. Right now, the (V)EATs are badges of honor -- we worked hard to earn them and it seems like they'll be cheapened somewhat if anyone capable of getting Stamina can unlock them.
I can't help but remember the Star Wars: Galaxies MMO whose Epic Archetype, Jedi, took a dedicated player a year or more of grinding to unlock. There was a certain amount of displeasure when the Jedi class was opened up as a starting profession with no prerequisites.
Be that as it may, I'm looking forward to Issue 17 and hope my computer is up to the task of running Ultra Mode in all of its pixelly goodness.
-Buxley
The comparison to SW:G isn't very strong either. The changes to Jedi's came as a part of the disastrous NGE. It wasn't only unlocking the Jedi class for everyone. People were in an uproar about the vast changes made to the game with so little notice from the developers. -
Quote:Easy solution: Make teams. Don't invite tanks. Roll out!As opposed to heroside with the antiquated team roles and timesinky content?
I'd rather fight Arachnoids for all eternity than deal with primadonna Tanker attitudes on a daily basis :3
But yeah, I hate the old "Let me herd this" mentality. Still it's not worthy going red-side to avoid. The only thing that interests me there are doms, but I'll wait until I can make one in GR. -
Quote:I'm having the same problem. Tried it in Firefox, Safari, and IE, but I can't get a larger veiw of any of the pics over at www.mmorpg.org.Help please! Has anyone asked this yet?
How do I see the full size of the new screenshot comparisons? They only show up as the dinky preview image.
http://www.mmorpg.com/gamelist.cfm/game/3/view/screens
For example, you can see this screenshot in full size:
http://images.mmorpg.com/images/news.../cohultra1.jpg -
Sonic Resonance is one that I can't get into. The effects and animations aren't very appealing. (I SCREAM YOU STRONGER!)
Then there's the mechanics of it. Clarity really bugs me. Protection from sleep is worthwhile, but really there isn't enough Fear or Confusion in the PVE game to justify it as a tier 8 power when you already have Sonic Dispersion. -
I'm going to disagree a bit with what others have said. Forcefields can offer some very nice benefits to a soloist. There's no doubt that the mez protection is handy. Dispersion Bubble and either the Ice or Stone epic armor will garner 30%+ defense, making it a short trip to the softcap. Also, with few essential powers, forcefields will give you breathing room to take some power pools.
Here's the caveat, though. You want to pair it with a higher damage primary, either Fire or Plant. Just as DrMike noted, forcefields offer nothing to increase your damage so you have to come with what you've got. As a result, I find that fire/ff and plant/ff are very effective against lots of weaker enemies, but have some trouble when it comes to a tough single target.
As far as the gravity side goes, I can't offer much advice there as I'm still leveling my only gravity controller. I find wormhole very amusing, but I have to be reserved with it on teams. I'd imagine solo you could go nuts just throwing things around with it. -
Quote:Some of us enjoy complicated things and using tools that help to grasp a better understanding of it. In fact, one of the challenges that many people enjoy is taking something that seems sub-optimal and making it work as well as or better than the average. I consider it somewhat like trying to MacGuyver up something workable out of junk.Im not afraid to try diffent builds, and I dont rely on Mids for any of my characters.Its a pointless program when you read the description of a power in a set before creation, atleast I belive so anyhow.
I veiw Mid's like a Government Offical.They take something simple, and complicate it.
Anyhow, I have impressed alot of people with many of my characters, because they are almost shocked and unaware that something they arnt suggjessted, or isnt FoTM can do what it does.
Its going to sound arrogant, but iv become the focal point for many PUGs that have inexperianced, or wreckless players, and have stopped many team wipes just from quick thinking, and my so called "Obsolete" power sets.
So I guess I wont play Popular builds.
That said, I don't let the popularity of a set determine whether I play it. That decision is based solely around how much fun it is to play. After all, if all the cool kids stayed on the bridge, does that mean you jump off? -
I have a mind/rad which uses choking cloud and I find it quite useful. Naturally, it falls behind the many other control options you have, but there are cases where I find it useful. Using Mass Hypnosis then wading into the crowd gives CC a chance to work while you use your other controls on active spawns. It's not a tactic I use in all cases, but for the few mobs with Confuse protection it does help.
-
Quote:I concur. After hitting 50 with a mind/kin and an ill/kin, I don't think I'll be rolling anymore. Speedboost is definitely the most annoying buff to reapply and some people will go absolutely nuts if they don't have it.I will never make another kinetics, at first I thought it was great having so much mobility, then it becomes an absolute constant nightmare of speedboosting teammates, Using transfusion when needed, fulcruming, and attempting to maintain siphon speed so you can keep up with your speed boosted team so you are able to catch them. To Speed Boost them.
I love the receiving end, I hate playing it effectively. -
Well, I haven't tried it myself but I'll go out on a limb and say you won't be solo'ing any AV's. You definitely won't be holding them outside of PToD's downtime. You're very open to being smashed by a melee attack or a good AoE. On a controller with a single-target immobilize and soft-capped ranged and AoE, you may be able to handle an AV at range for a while. Mind doesn't have an immobilize unfortunately. Also, I think you're going to fall short of the damage needed to take down an AV.
I'd look to earth or illusion if you want to solo AV's. The pets are a good source of damage and a place to divert some of the incoming damage. -
Quote:Gitta out my forum, boy! Viva la control!Yes, I have a good piece of advice for you.
If your used to Blasters, it would be better to move to a Defender, or a Corruptor, before trying to do a complete 360 and logging in a Controller.
Main reason why I say this, is because a Controller does far less damage in the same situations as any Blaster can do.That, and the fact that not knowing how to use full containment, may prove hazzardous to your self, and others in a team setting.
Iv heard alot of people make statements like "im not used to this Scrapper yet, im used to my Tanks.", while they are face first laying on the ground, and someone else asks if they need a "Wakie".
You get more of a Blasterish feel on a Defender, and many Defenders can do a very good Containment job, or grouping job like a Controller can, they just lack pets, unless you pick Dark Miasma primary for a Defender, which I would suggjest for you.
Anyway, that silliness out of the way, making the transition from blaster to defender to controller isn't going to ease things, IMO. I love controllers, but have deleted every defender I've ever attempted. I find the protection they offer weaker than a controller (especially when it comes to protecting themselves) and their damage even more anemic. You may learn a bit about buffing and debuffing, but that's only half a controllers job and probably the easier half of it.
The most important thing is what EmperorSteele mentioned. You have to play through with the character. Control is as much about knowing your enemy as it is knowing yourself. You have to learn which mobs need to be neutralized first (or in the case of confusion, which can help you the most), and what mezzes work on particular mobs. (It also helps in the case of toggled debuffs to learn which mobs are going to be the last standing. People tend to dogpile bosses and sometimes it's worth tossing it on a lieutenant.) I'll point to Nemesis as an example.
I absolutely detested fighting Nems on my first controllers. They have a wide range of units with varied protections against stuns, fears, sleeps, and confusion. For my mind, Mass Hypnosis became something reserved for soldiers, and it was worth it to stack confusion on that Werfer Jaeger because of all the extra fire power it carries. My earth troller started relying on Earthquake more against them and reserved the immobilize until after I had enough stuns stacked. Plant had to open with Creepers from around the corner rather than the standard Seeds of Confusion. I didn't realize all this the first time I faced them or even the second. (How would I know after playing my earth controller that they have protection against confusion?) Each primary brought a different way to deal with them.
For me controllers have a depth of game play that other AT's lack. You can control. You can buff. You can debuff. You can deal damage. You may not be the best at all of those things, but you have lots of ways to contribute to a team. -
I'd have to start playing Kinetics again. Everyone would be even more mad for speed boost and having transference is the only way I could live with controllers' heavy endurance usage. If the +recovery procs still existed I would take health as well. If not, then no.
-
Quote:I had this same thought on the way to work today. Mez protection would be a highly desirable goal for many. I find the prevalence of sleeps particularly annoying though not as dangerous as other mezzes.This does make me incidentally wonder how popular (if at all) sets with mag 1 protection to specific mezzes as a set bonus would be. Obviously having the bonus once isn't terribly useful, but I could see players of squishy classes being willing to spend a couple of their set bonuses building up hold or stun protection.
I find that being held, stunned, or slept leads to defeat much more often than being debuffed. -
Quote:Or you can continue reading...Um. So what's the plan for those of us who play a defense set and can't afford to softcap it with IO sets? Do we get to just die over and over?
See the rest of the post where it recommends creating other attractive sets bonuses. Maybe if people have something else to chase fewer will chase after this particular goal.
You'll also have to forgive me this since I don't play the melee AT's, what defense set does not have defense debuff resistance? I see it in Super Reflexes, Invulnerability, Ice Armor, Shield Defense, and Stone Armor.
Quote:The solution is definitely not to add more defense debuffs, and that is quite possibly one of the worst ideas I've ever heard. Not only are you making the game harder to accommodate the outliers, but you'd have to find a way to A) land the debuff reliably (going to make it auto-hit too?) and B) make them prevalent enough that such characters can't possibly avoid them by simply not fighting those enemies. Cutting the set bonuses in half would be easier. -
Sexy?
Anyway, the cat is out of the bag already and I don't think they can put it back in without causing a lot of trouble. Rather than nerf what already exists, I'd second Adeon's response of adding more defense debuffs.
Generally, I think the need to make other appealing alternatives available through inventions. Softcapping is relatively easy after all. Look at some of the other bonuses that could be appealing, but come in such small quantities that there's little point pursuing them. For example, the largest bonus for damage is only 4%. Why chase a couple set bonuses when you can carry some inspirations? -
Just with a quick look I would say your holds are underslotted. With only 36% accuracy you won't be hitting things when you need to even with earth's defense debuff. Fossilize and Volcanic gasses should have at 5 if not 6 slots. Also, take into consideration the Lockdown: +2 mag proc for Volcanic Gasses.
Overall, it seems you're working towards two goals recharge and smashing/lethal defense. For controllers, I find recharge much more useful; controls are your defense and having them up more often means you're safer. That said, you have a nice bit of global recharge but lack one of a controllers most important tools in Hasten. Considering the number of powers that a controller has on fairly long recharges, I consider hasten a five star power. To make room for it, you may consider dropping your single target heal. Between shields and controls your teammates shouldn't require much healing. (Also, Hasten would let you have Earth Embrace near-perma, making better use of that nifty regeneration tricky.)
Also, take into mind that Earth Control is a low damage set even comparative to other control sets. You may find it much more useful to slot your AoE immobilize for control; even slotted for damage it's still a bit pitiful. Instead, I recommend slotting Fissure for damage. Its stun is not guaranteed (only 50% chance) and only mag 2. It does stack nicely with stalagmites, but is also a viable option for damage. You may also want to look into single target damage via Seismic Smash (also a mag 4 hold an great for taking out a boss quickly) or slotting up you single target immobilize.
There are more things I could nitpick at, but that's just a general idea of how I would play it. All advice is subject to YMMV. -
Some good suggestions here. Thanks folks.
I checked out the wiki page on Force Feedback and found a vary good reason to move it out of hurricane. It seems that if it triggers too often it will spend most of its duration in the surpressed state. Removing that from Hurricane left an extra slot to add some more damage and accuracy to Lightning Storm.
I also took your suggestion on slotting the holds for the AoE hold, Uni. With the single target hold, I stuck with the proc though. For the single target, replacing the proc only added 3.7 secs to the duration and shaved off .12 secs on the recharge. Also, with global bonuses its accuracy was already sitting around 188%. I find the extra chance to overpower a boss a little more useful than the added duration.
I also like your suggestion for changing the sets in Wormhole and Thunder Clap. I gladly welcome more recharge. Speaking of which, I'm going to drop Temp. Invincibility and pick up Combat Jumping for another LotG: +7.5 recharge.
Finally, as for Superspeed... well, I've never liked it much. I find it hard to control indoors and like the safety and ease of flight outdoors. I've used steamy mists and the stealth proc on other characters without issue. The suppression time when clicking glowies isn't too bad. -
Quote:Rodion did say frequently, which is not always. But it does bring up an interesting point. Why is their a stigma associated with using inspirations? Many times I'll attempt to hand a wakie to a fallen ally to find that they are full of inspirations.I hate to tell u this but some times if you use the inspiration at the right time you still might be face planted. There has been times I have a full tray of them and use them all up in a fight just to be face planted right after wards. So saying that you should know when to use inspirations wont work all the time. Nore is running away, some of them have ranged damage as well. So your logic is illogical. Some times team will die, even if you have a healer or not, It is part of the game and no matter how well your toon is, sooner or later you will be face planted in the ground.
Why aren't people using inspirations to heal and prevent incoming damage? Sometimes you do get a full tray of something that won't help much, but I've seen the previously described scenario far too often for that to be the case. -
How did you handle Lord Recluse? Nearly everytime I have a go at the STF he one shots someone with his energy gun. The rest of it I could see being overrun fairly easy, but he's the one thing that would cause a lot of trouble I think.
Oh, and what server was this on? I would have loved to been a part, but I never heard about it. -
Gravity is the only control set I haven't taken to 50 yet. I started this toon quite some time ago, but it didn't appeal to me much. A costume change later and a bit of playing with wormhole, and I may have found the motivation to make it 50.
I've mostly focused on the recharge with the build, but tried to retain high values in some key powers. However, I wasn't sure on the slotting of some powers and I'm worried about the level of endurance consumption. I also have Temp. Invulnerability as a mule for Steadfast Protection: +3% def though I don't imagine I'll use it outside of soaking the occasional alpha strike. So I'm seeking some general advice as well as answers to a few specific questions that follow.
- How should Lightning Storm be slotted? Is it worth slotting for some endurance modification considering that I can have two out simultaneously?
- Is the Force Feedback: + Recharge proc useful in Hurricane?
- What is the preferred slotting for Singularity?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Crush -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(3), Enf'dOp-Acc/EndRdx(3), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/Rchg(5)
Level 1: Gale -- FrcFbk-Rechg%(A)
Level 2: Gravity Distortion -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(7), BasGaze-Acc/Rchg(7), Lock-%Hold(9), BasGaze-EndRdx/Rchg/Hold(43), G'Wdw-Acc/Hold/Rchg(45)
Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(9)
Level 6: Hover -- LkGmblr-Rchg+(A), Flight-I(50)
Level 8: Crushing Field -- Enf'dOp-Acc/Immob(A), Enf'dOp-Acc/Immob/Rchg(11), Enf'dOp-Acc/EndRdx(13), Enf'dOp-EndRdx/Immob(13), Enf'dOp-Acc/Rchg(15), GravAnch-Hold%(15)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), ImpArm-ResDam/EndRdx(11), ImpArm-ResDam/EndRdx/Rchg(45)
Level 12: Swift -- Flight-I(A)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 16: Freezing Rain -- Achilles-ResDeb%(A), UndDef-DefDeb/EndRdx(17), UndDef-DefDeb/Rchg(17), LdyGrey-DefDeb/EndRdx(23), LdyGrey-DefDeb/Rchg/EndRdx(25), LdyGrey-DefDeb/Rchg(25)
Level 18: Gravity Distortion Field -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Acc/Hold(19), BasGaze-Acc/Rchg(21), G'Wdw-Acc/Hold/Rchg(21), Lock-%Hold(23)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(27), DarkWD-Rchg/EndRdx(27), DarkWD-Slow%(29), EndRdx-I(29), FrcFbk-Rechg%(48)
Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(31), P'Shift-End%(31)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(45)
Level 26: Wormhole -- Stpfy-Stun/Rng(A), Stpfy-Acc/Stun/Rchg(31), Stpfy-Acc/Rchg(33), Rope-Acc/Stun/Rchg(33), Rope-Stun/Rng(33), Rope-Acc/Rchg(34)
Level 28: Thunder Clap -- Amaze-EndRdx/Stun(A), Amaze-Stun/Rchg(34), Amaze-Stun(34), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(36)
Level 30: Fly -- Flight-I(A)
Level 32: Singularity -- HO:Endo(A), HO:Endo(36), ExRmnt-Acc/Dmg(37), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(39)
Level 35: Tornado -- Achilles-ResDeb%(A), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg(40), ExRmnt-Acc/Dmg/Rchg(40), LdyGrey-Rchg/EndRdx(40)
Level 38: Lightning Storm -- FrcFbk-Rchg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/Rchg(42), Thundr-Dmg/EndRdx(42)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
Level 44: Energy Torrent -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rchg(46), Posi-Dmg/EndRdx(46), Posi-Acc/Dmg(48), Posi-Dmg/Rng(48)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 49: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1420;718;1436;HEX;| |78DAA5944B4F135114C7EFF461E903DA52DEEF96478162858DF1B13011C580D4345| |659A9B594A19D643A2533039144A391B8D3A8A871A5267E051503AC8C89898AAE34| |FA3114766EEA79DC02AE9DA4FFDFDC73CFB9F73FE7CE3475ED5440885B2784121AD| |77396951D2F1BB659D675D574A772052D2F3C4288D85EB49A903C63E696347BB93A| |EEDE977272717E3E99B1CB66299B592C95CA866614C29346513555C34E566FFCE93| |22C33A16B85A21DE07BCD3654CBF2D120B3A0AA7361BA9D3496344B9BD574D8AFED| |F482964FA64DAD94D3B3136533AF5AD954CEB25573B9059C0EC1EF9E22E45571892| |73018138EC78C5582EB21E301E1EA5EBA10771C18BA0F218E56DCCA4F08758A03DF| |18DF09357F286FF8078D46745A6816D4C9558A332A3054C3F04213DD0ACFB81B297| |9AC9766D08947EEE461AF3EF61A60AF01F65AC75EEB2ED2BE791878793D8797D7F3| |F501E262244E70C39A7E4E107EDEC903A15AE9A176863D4C51F21C68507A08BE830| |D2222F481F609BD27346D115A3E313E121E4155585685B947F5DC8E7A6E5503B7AA| |819BD3C41D5361106117EEC81A85DA3618EB848E4D0637EE109F470D786F94CFDBD| |843335DAB34D3F5941083846636E3684E50C2306384813D6D956E5B6F93A3AE1542| |CF4DC60DC675427499300FDA2EDFA4F673B453F42C638AD03BCD4811FC1E7C60EE7| |A27771D8FB45BEEDB7D18E0728A5EC9BE5F54D5B7C3D8260CFC2614A02E26EB627C| |26033BFB13E25C1CE7AAF8674211AAFAB9CAD9BF42A1A197E463E805E339610B5ED| |341D9AEC17FDA7590B10D7F0A09F9E089B73CF386F19A0FE615638DF015D64BCA37| |3FC92B8C31BEC0CCA86CC968B382FDE970EDFBDE2A7089698CC8B75538C976DAB5F| |B050A85923AF7CAFEEB5A0F54D7F19EF7815E4049A3CCA05C42B98C72052587328B| |9247A96CEE56078FA0A1A328C7508EA3DCC5248F1FC48F1240A945A94309A284502| |2284D286D28CF502A7F014BE00D4F| |-------------------------------------------------------------------|
-
You should actually see an increase in damage by a few tenths of a percent and you'll gain a bit of recharge.
Most level 32 pets don't require much recharge since recharge in pets was nerfed. (At one point recharge slotted in them would decrease the recharge of their attacks; this is no longer the case.) Stoney is pretty darn tough and the Phantasm tends to avoid ugly situations so they do well on their base recharge, often surviving until well after the power recharges. The imps could use it since they're a bit squishy and like to get into trouble. However, the best place in my estimation would be in PA, which benefits from the damage and recharge.
Of course, that's with the caveat that you don't lose recharge in PA by slotting them. Though if you're using generic IO's, I assume you're probably slotting 2 dam/2 acc/2 recharge in which case you'll gain a little in both damage and accuracy. -
I must push a grav/something to 50 so that I can focus on electric control (as well as others, hopefully). Right now, it's the only control primary I haven't taken to 50.
Other than that just waiting... -
Quote:Given that controllers and defenders can offer vastly different playstyles I don't see why this is hard to believe. I'll cite the example of Kinetics as an illustration. It is a good defender primary, but lacks the personal safety that would make it overpowering. Enter the fire controller with comparable contained damage and the safety of controls. We'll let the number of fire/kins speak for itself...The only concerns I see expressed about buffing the set are that buffs could potentially overpower controllers; which, once again, makes arguments that TA "sucks" as a primary rather difficult to believe.
Also, bear in mind that Trick Arrow is not an overly popular controller secondary. I would imagine it falls somewhere around mid-to-low numbers. It is a good secondary, but it is often overshadowed by the likes of kinetics, radiation, and storm. -
Put me down for Mind/Cold as it's a combo I've been curious to try myself.
-
Good point. The Rune of Purification you get from Mortician and Midnighter accolade would do it too.
-
Quote:The immobilize in Gravity doesn't offer -kb, however your holds do. Wormhole's knockback is also a bit tricky as its magnitude will increase as you go up in level. At level 26, it's only a 10.3 mag knockback but will increase to 14.5 at level 50. After taking that change into consideration there is level scaling to consider as well. Basically, as enemies increase in level above you your powers will have a smaller effect.Yes! That's one of the things I've been playing with when teamed. I use my AoE immob. and then Wormhole them (basically right next to me/my teammates) in hopes that the immob stops the KB from Wormhole. And to be honest, I don't know how and/or why it does what it does.
Sometimes I AoE immob., Wormhole and it works just as you said (as I would expect)...the mob gets tp'ed right by the teammate/myself with no KB (except maybe 1 mob that I missed with the immob.) then other times I do the exact same thing but the mobs get KB'ed like they normally do :/
Thoughts?
For example, you just got Wormhole at level 26 and you rush of to face some +1 minions. Now your knockback is only 90% as effective, reducing it to a 9.27 mag kb. Some mobs may resist that. Some may not. It could even have varying effects on enemies in the same group.
Also, for Fire's question, you have a few options for lighting the slick. Like Ion said energy based attacks will ignite it. The Tech and Magic origins will both grant you a power that will do, but the are fairly short ranged. You can also dip into the Fire or Primal APP's for some more options there.