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Posts
294 -
Joined
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Up for four people now. All experienced players.
Shield/Dark Tanker
Kata/WP Scrapper
+ 2 "Whatever 50s you need. I have plenty."
;-)
Also talking about possibly doing an RSF or 5tf right after we finish the STF. -
I'd LOVE to do an STF run at 3:30 eastern today (Saturday.) 3:00 would be when those who needed to met for a shivan/nukes run. Not doing a speed run, but not doing a clear all style run either. Just an average, fun, TF.
Anyone in? Right now I have two people:
Herocorp Psi-tanker: A Shields/Dark tanker
Utuk: Katan/WP Scrapper.
Is there interest from anyone else? Sense of humor requested. :-)
IF so, send an ingame tell to @puhma with your archetype and powersets, and post your name in here. -
My thoughts after the December 1st run, reposted from another thread.
Quote:My opinions:
The event is boring. I'm not trying to be a negative nancy, but after spending nearly 35 minutes yesterday on a full team hopping all over Cap trying to spawn the event, we THEN had to kill ANOTHER boring giant snowman, which...well...we do enough of in the current holiday event. THEN we get this big present and had to wait 5 minutes before clicking. Why?
I dunno. We just did. I assume this was to let others find the entry point to the LWR before the fight against Lord Winter. A much better approach to this would be to let players enter the zone immediatly, and begin fighting enemies there, with the five minute timer counting down to the moment when Lord Winter actually spawns. That way you arent standing there doing nothing for five minutes. That is poor game development. You shouldn't expect players to WANT to waste time. Give them something to do in the meantime. Instead I got five minutes of waiting, or going afk, or something...
THEN we get to the zone and fight Lord Winter who...is ANOTHER freaking giant snowman.
I could have made something more interesting in three minutes in the character creator. Honestly, again, not trying to be difficult, but this was almost insulting in its lack of creativity. At the very least, if the GM is supposed to be something special, dont use the same character design you have already had people fighting, literally, thousands of times in the holiday events of the past.
After running it one time, I and three others on my team all said that it was boring and we likely wouldn't run it again on any of our toons. I have a feeling the only ones who WILL be running this more than once are the badge hounds, and that's too bad.
So, my suggestions are
#1: Make spawning the zone much, much quicker. I don't want to grind for a half an hour just to start the event (and that's if Im lucky enough to be on a full team.)
#2: PLEASE give us something to accomplish during the five minute wait time that allows other players time to get into the zone but doesnt make the rest of us sit by, bored.
#3: PLEASE give the Lord Winter a unique look. Give all of the inhabitants of his zone a unique look. Make this feel more interesting and special, not just another version of what I can do in Pocket D instantly, without having to do all of the grinding, and as a coop team much easier.
Again Devs, I appreciate the effort you put into the holiday events, but this one seems to have some major gameplay and design flaws. Ones that could be easily rectified before it goes live, I think. -
My opinions:
The event is boring. I'm not trying to be a negative nancy, but after spending nearly 35 minutes yesterday on a full team hopping all over Cap trying to spawn the event, we THEN had to kill ANOTHER boring giant snowman, which...well...we do enough of in the current holiday event. THEN we get this big present and had to wait 5 minutes before clicking. Why?
I dunno. We just did. I assume this was to let others find the entry point to the LWR before the fight against Lord Winter. A much better approach to this would be to let players enter the zone immediatly, and begin fighting enemies there, with the five minute timer counting down to the moment when Lord Winter actually spawns. That way you arent standing there doing nothing for five minutes. That is poor game development. You shouldn't expect players to WANT to waste time. Give them something to do in the meantime. Instead I got five minutes of waiting, or going afk, or something...
THEN we get to the zone and fight Lord Winter who...is ANOTHER freaking giant snowman.
I could have made something more interesting in three minutes in the character creator. Honestly, again, not trying to be difficult, but this was almost insulting in its lack of creativity. At the very least, if the GM is supposed to be something special, dont use the same character design you have already had people fighting, literally, thousands of times in the holiday events of the past.
After running it one time, I and three others on my team all said that it was boring and we likely wouldn't run it again on any of our toons. I have a feeling the only ones who WILL be running this more than once are the badge hounds, and that's too bad.
So, my suggestions are
#1: Make spawning the zone much, much quicker. I don't want to grind for a half an hour just to start the event (and that's if Im lucky enough to be on a full team.)
#2: PLEASE give us something to accomplish during the five minute wait time that allows other players time to get into the zone but doesnt make the rest of us sit by, bored.
#3: PLEASE give the Lord Winter a unique look. Give all of the inhabitants of his zone a unique look. Make this feel more interesting and special, not just another version of what I can do in Pocket D instantly, without having to do all of the grinding, and as a coop team much easier.
Again Devs, I appreciate the effort you put into the holiday events, but this one seems to have some major gameplay and design flaws. Ones that could be easily rectified before it goes live, I think. -
Thanks Random.
I was really trying for melee defense over ranged since with and Ice I figure I'll be spending a lot more of my time in melee range than at a distance. Can you do me a favor and post your build? For some reason it wasn't attached to your previous two posts. -
Ok, so I've gotten a rad/ice blaster up to level 20. I love him. I colored his rad colores to look like snow, and it looks amazing and actually the animations even "feel" snowy/icy. Now...Im enjoying him but it seems like a really tight build.
I want the fighting pool, since he's clearly going to be heavily melee. This is what I've worked out so far, but you can see that it comes at the expense of both Build Up AND Aim...which I'm unhappy with. So...any suggestions would be greatly appreciated. Im relatively unfamiliar with Rad AND Ice, so Im not "married" to any of these powers. Same with the epic. I went with force mastery for the added defense from Personal Force Field for TFs and because I thought Repulsion Bomb might be a nice addition to Neutron Bomb. Im open to any suggestions at all though.
I'd like to build for defense first, recharge second. I'd like to avoid purples, if possible as well. Im not as concerned with accuracy since I'll have all of that -def floating around. Thanks for the help guys.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Ice Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Neutrino Bolt- (A) Thunderstrike - Accuracy/Damage: Level 50
- (3) Thunderstrike - Damage/Endurance: Level 50
- (9) Thunderstrike - Damage/Recharge: Level 50
- (A) Accuracy IO: Level 50
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (3) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (5) Thunderstrike - Damage/Endurance: Level 50
- (9) Thunderstrike - Damage/Recharge: Level 50
- (A) Obliteration - Damage: Level 50
- (5) Obliteration - Accuracy/Recharge: Level 50
- (7) Obliteration - Damage/Recharge: Level 50
- (7) Obliteration - Accuracy/Damage/Recharge: Level 50
- (15) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (15) Obliteration - Chance for Smashing Damage: Level 50
- (A) Touch of Death - Damage/Endurance: Level 40
- (17) Touch of Death - Accuracy/Damage: Level 40
- (17) Touch of Death - Damage/Recharge: Level 40
- (A) Recharge Reduction IO: Level 50
- (A) Impeded Swiftness - Chance of Damage(Smashing): Level 30
- (11) Impeded Swiftness - Accuracy/Slow: Level 30
- (11) Impeded Swiftness - Damage/Slow: Level 30
- (13) Impeded Swiftness - Accuracy/Endurance: Level 30
- (13) Impeded Swiftness - Range/Slow: Level 30
- (40) Impeded Swiftness - Endurance/Recharge/Slow: Level 30
- (A) Achilles' Heel - Defense Debuff: Level 20
- (39) Achilles' Heel - Defense Debuff/Recharge: Level 20
- (40) Achilles' Heel - Chance for Res Debuff: Level 20
- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (21) Numina's Convalescence - Heal: Level 50
- (A) Razzle Dazzle - Endurance/Stun: Level 30
- (19) Razzle Dazzle - Accuracy/Endurance: Level 30
- (19) Razzle Dazzle - Accuracy/Recharge: Level 30
- (25) Razzle Dazzle - Stun/Range: Level 30
- (37) Razzle Dazzle - Accuracy/Stun/Recharge: Level 30
- (39) Razzle Dazzle - Chance of Immobilize: Level 30
- (A) Recharge Reduction IO: Level 50
- (21) Recharge Reduction IO: Level 50
- (23) Recharge Reduction IO: Level 50
- (A) Endurance Modification IO: Level 50
- (23) Endurance Modification IO: Level 50
- (25) Endurance Modification IO: Level 50
- (A) Empty
- (A) Achilles' Heel - Chance for Res Debuff: Level 20
- (27) Positron's Blast - Accuracy/Damage: Level 50
- (27) Positron's Blast - Damage/Endurance: Level 50
- (29) Positron's Blast - Damage/Recharge: Level 50
- (29) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (39) Positron's Blast - Damage/Range: Level 50
- (A) Empty
- (A) Titanium Coating - Resistance/Endurance: Level 50
- (31) Titanium Coating - Resistance/Recharge: Level 50
- (31) Titanium Coating - Resistance: Level 50
- (31) Titanium Coating - Endurance/Recharge: Level 50
- (33) Titanium Coating - Resistance/Endurance/Recharge: Level 50
- (33) Titanium Coating - Endurance: Level 50
- (A) Obliteration - Damage: Level 50
- (33) Obliteration - Accuracy/Recharge: Level 50
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (34) Obliteration - Damage/Recharge: Level 50
- (34) Obliteration - Chance for Smashing Damage: Level 50
- (46) Obliteration - Accuracy/Damage/Recharge: Level 50
- (A) Luck of the Gambler - Defense/Endurance: Level 50
- (36) Luck of the Gambler - Defense/Recharge: Level 50
- (36) Luck of the Gambler - Endurance/Recharge: Level 50
- (36) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (37) Luck of the Gambler - Defense: Level 50
- (37) Luck of the Gambler - Recharge Speed: Level 50
- (A) Lethargic Repose - Accuracy/Recharge: Level 50
- (40) Lethargic Repose - Endurance/Sleep: Level 50
- (43) Lethargic Repose - Accuracy/Endurance: Level 50
- (43) Lethargic Repose - Sleep/Range: Level 50
- (A) Kismet - Accuracy +6%: Level 30
- (42) Luck of the Gambler - Recharge Speed: Level 50
- (42) Luck of the Gambler - Defense: Level 50
- (42) Luck of the Gambler - Defense/Recharge: Level 50
- (43) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Titanium Coating - Resistance/Endurance: Level 50
- (45) Titanium Coating - Resistance/Recharge: Level 50
- (45) Titanium Coating - Resistance/Endurance/Recharge: Level 50
- (45) Titanium Coating - Endurance/Recharge: Level 50
- (46) Titanium Coating - Resistance: Level 50
- (46) Titanium Coating - Endurance: Level 50
- (A) Razzle Dazzle - Accuracy/Recharge: Level 30
- (48) Razzle Dazzle - Endurance/Stun: Level 30
- (48) Razzle Dazzle - Accuracy/Endurance: Level 30
- (48) Razzle Dazzle - Stun/Range: Level 30
- (50) Razzle Dazzle - Accuracy/Stun/Recharge: Level 30
- (A) Aegis - Resistance: Level 50
- (50) Aegis - Resistance/Recharge: Level 50
- (50) Aegis - Endurance/Recharge: Level 50
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
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Set Bonus Totals:- 7.5% DamageBuff(Smashing)
- 7.5% DamageBuff(Lethal)
- 7.5% DamageBuff(Fire)
- 7.5% DamageBuff(Cold)
- 7.5% DamageBuff(Energy)
- 7.5% DamageBuff(Negative)
- 7.5% DamageBuff(Toxic)
- 7.5% DamageBuff(Psionic)
- 11.9% Defense(Smashing)
- 11.9% Defense(Lethal)
- 5.31% Defense(Fire)
- 5.31% Defense(Cold)
- 6.88% Defense(Energy)
- 6.88% Defense(Negative)
- 20.9% Defense(Melee)
- 3.44% Defense(Ranged)
- 5.94% Defense(AoE)
- 31.3% Enhancement(RechargeTime)
- 3% Enhancement(FlySpeed)
- 3% Enhancement(JumpHeight)
- 3% Enhancement(RunSpeed)
- 3% Enhancement(JumpSpeed)
- 4% Enhancement(Sleep)
- 4% Enhancement(Stun)
- 52% Enhancement(Accuracy)
- 117.5 HP (9.75%) HitPoints
- MezResist(Held) 10.5%
- MezResist(Immobilize) 4.95%
- MezResist(Sleep) 4.4%
- MezResist(Stun) 11%
- 10.5% (0.18 End/sec) Recovery
- 32% (1.61 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.13% Resistance(Psionic)
- 5% RunSpeed
Set Bonuses:
Thunderstrike
(Neutrino Bolt)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
(X-Ray Beam)- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
(Irradiate)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Ice Sword)- MezResist(Immobilize) 2.75%
- 18.1 HP (1.5%) HitPoints
(Chilling Embrace)- MezResist(Immobilize) 2.2%
- 3% Enhancement(Slow)
- MezResist(Stun) 2.2%
- MezResist(Held) 2.2%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Electron Haze)- 1.5% DamageBuff(All)
- 1.88% Defense(AoE), 0.94% Defense(Fire), 0.94% Defense(Cold)
(Health)- 12% (0.6 HP/sec) Regeneration
(Cosmic Burst)- 2% (0.03 End/sec) Recovery
- 18.1 HP (1.5%) HitPoints
- 2% Enhancement(Stun)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Neutron Bomb)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Tough)- MezResist(Sleep) 2.2%
- 18.1 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Atomic Blast)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Weave)- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Resistance(Psionic)
- 7.5% Enhancement(RechargeTime)
(Frozen Aura)- 4% Enhancement(Sleep)
- 1.88% Defense(Energy,Negative), 0.94% Defense(Ranged)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
(Personal Force Field)- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Temp Invulnerability)- MezResist(Sleep) 2.2%
- 18.1 HP (1.5%) HitPoints
- MezResist(Stun) 2.2%
- MezResist(Held) 2.75%
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Repulsion Bomb)- 2% (0.03 End/sec) Recovery
- 18.1 HP (1.5%) HitPoints
- 2% Enhancement(Stun)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Force of Nature)- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1405;689;1378;HEX;| |78DAA593D94F135114C66F37CAD2524A59CBD6B295D2764A8D0F2E0F262E2424921| |0501201AD05263049336DDA29C29B8FC625F11FC05D5F0CBEB8C59808FC5D8AF59C| |F35D50E3A393F4FB4DEF3D73BE73E6DC99DDBE1C50EAEE05E50A5E2A16AAD5FC455| |2C7AC34CED69C8263956CE5574A0DEAD5FC7CC1DE30D78DF9C2BA25BB088F1D6F2F| |D4CAE552C53166D6CCFC6CC1B6CAB5A2848567EC4DB362DAB4A36F9AE74AA5A2B15| |036CDF580DC4E5B8E6D56AB41FD6763D3B1EC8DB0FC9BB1B7ACAAB56A152D67A7FD| |4AD95A33A64B157160D39D1E2A3049BF1B41A5AFBA5BED1272CAFD44D0F854704F9| |D04281595A5257AC685258F4B3FF34CE0FDEBD1658AF320CEE7F9EE96801F828623| |E0A7A0B50E70704EDDA7789FAEC8B74C48A8B6256045304C2FD7EF4245FE94383D2| |06DD24E4D6F686F40353F075E08022F815782C46BC10AD5D7A29D5AF6A986881A3F| |10240E050DE414D44EC13A5DCA4F2B21ACB8428B2EF6EEB82EC853B2B02E21EC48F| |EF61A5015F46C0946EF08C6B7058F14FBA084087AE900BA804632EC84A1BB33861D| |A00718A1806E3D9F6EA9F13655D2AB2BE94523D1F7121BFD20E8FF087C168C7FC20| |4294F9FCED327793CB432006BDFC0A4343998020C202D886580ACA040EE43DA7D08| |438F61E8718C398ED9C731ED0C8E8097BC86B5D7709B241A0903ED404430DA01740| |A1E53FC983E8863DF6429B12F983C000E056FC96A0271DE8923C52F3E890C49E44B| |C26B12267B149ED2C5A4D0781A8DA7D16A1A8D67F01A32687C8F1A37B4898191677| |10EB23807591C801C0EC03B3299D2939F3A2D197239E094A0DFFBC7872703B9FACF| |CA9CF7E44B542E5989FF8EF9AFEB4BE0384FD37C33E935963996459615969B2CB75| |80A2CAB2C6B2CF5AF274F87CE70416759CEB19C6779C8417EFEF45A58022C419656| |96104B1B4B84A58B25CAB2CB52FF0569A00D78| |-------------------------------------------------------------------|
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Ok, here's my Corruptor's build. I have some unconventional choices (like skipping Tornado and snowstorm completely, but I find with ice storm and freezing rain I've got everything slowed to practically the cap anyway. Do I miss it on AVs? Not at all. This toon is, by far, my most survivable toon. He is consistently surviving when the rest of the team has dropped. I use him to lead speed ITFs/LGTFs/5thSFs every other day, and never blink an eye.
He was almost as uber BEFORE I placed the expensive IOs, so what I did was got the cheap sets slotted then for the LOTG IO, etc. I ran SFs with him to get the merrits. It took me about a month to get enough to get the rare IOs with merrits.
Ive never once been sad with this build and this character. With Charged Armor, Steamy Mist, Tough and Weave Im sitting at about 49% smashing and Lethal Resistance, 59% Energy Resistance, 25% Cold and fire resistance, 16% smash/lethal defense, 32%energy/negative energy defense, 20-21% Fire/Cold AOE defense, and 29% ranged defense. When you add in the occasional use of hurricane I find that this toon RARELY gets hit and when I DO get hit I'm pretty resistance to all but the most uncommon damage types. It's a killer toon and a blast to play.
Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Corrupting Icestorm: Level 50 Mutation Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Ice Blast- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Accuracy IO
- (A) Detonation - Accuracy/Damage
- (7) Detonation - Damage/Endurance
- (7) Detonation - Damage/Recharge
- (9) Detonation - Damage/Range
- (9) Detonation - Damage/Endurance/Range
- (A) Numina's Convalescence - Heal
- (11) Numina's Convalescence - Heal/Endurance
- (11) Doctored Wounds - Heal/Endurance
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Jumping IO
- (A) Luck of the Gambler - Defense/Endurance
- (13) Luck of the Gambler - Defense
- (15) Steadfast Protection - Resistance/+Def 3%
- (15) Reactive Armor - Resistance/Endurance
- (17) Reactive Armor - Resistance
- (17) Reactive Armor - Resistance/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (19) Positron's Blast - Damage/Endurance
- (19) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Damage/Range
- (21) Positron's Blast - Accuracy/Damage/Endurance
- (23) Positron's Blast - Chance of Damage(Energy)
- (A) Endurance Reduction IO
- (A) Analyze Weakness - Defense Debuff
- (23) Analyze Weakness - Accuracy/Endurance/Recharge
- (25) Analyze Weakness - Accuracy/Defense Debuff
- (25) Analyze Weakness - Accuracy/Recharge
- (27) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (27) Achilles' Heel - Chance for Res Debuff
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (29) Miracle - +Recovery
- (29) Regenerative Tissue - +Regeneration
- (A) Efficacy Adaptor - EndMod
- (31) Efficacy Adaptor - EndMod/Accuracy
- (31) Efficacy Adaptor - EndMod/Recharge
- (A) Damage Increase IO
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (33) Reactive Armor - Endurance/Recharge
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (33) Reactive Armor - Resistance
- (34) Impervium Armor - Psionic Resistance
- (A) Thunderstrike - Accuracy/Damage
- (34) Thunderstrike - Damage/Endurance/Recharge
- (34) Thunderstrike - Accuracy/Damage/Recharge
- (36) Thunderstrike - Damage/Endurance
- (36) Thunderstrike - Damage/Recharge
- (50) Thunderstrike - Accuracy/Damage/Endurance
- (A) Dark Watcher's Despair - To Hit Debuff/Recharge
- (36) Dark Watcher's Despair - Recharge/Endurance
- (37) Dark Watcher's Despair - To Hit Debuff
- (37) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (37) Basilisk's Gaze - Endurance/Recharge/Hold
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (40) Basilisk's Gaze - Accuracy/Recharge
- (A) Detonation - Accuracy/Damage
- (39) Detonation - Damage/Endurance
- (39) Detonation - Damage/Recharge
- (40) Detonation - Damage/Range
- (40) Detonation - Accuracy/Damage/Endurance
- (A) Endurance Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Aegis - Psionic/Status Resistance
- (43) Aegis - Resistance/Endurance
- (45) Aegis - Resistance
- (45) Aegis - Resistance/Endurance/Recharge
- (45) Endurance Reduction IO
- (46) Endurance Reduction IO
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Serendipity - Defense
- (48) Serendipity - Endurance
- (50) Kismet - Accuracy +6%
- (A) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Celerity - +Stealth
- (A) Empty
------------
Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 8.63% Defense(Fire)
- 8.63% Defense(Cold)
- 19.3% Defense(Energy)
- 19.3% Defense(Negative)
- 3% Defense(Psionic)
- 3.63% Defense(Melee)
- 16.8% Defense(Ranged)
- 9.56% Defense(AoE)
- 26.3% Enhancement(RechargeTime)
- 41% Enhancement(Accuracy)
- 12% FlySpeed
- 28.1 HP (2.62%) HitPoints
- 12% JumpHeight
- 12% JumpSpeed
- MezResist(Immobilize) 2.2%
- MezResist(Sleep) 3.3%
- MezResist(Stun) 2.2%
- 14.5% (0.24 End/sec) Recovery
- 46% (2.06 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.75% Resistance(Energy)
- 3.13% Resistance(Toxic)
- 6% Resistance(Psionic)
- 17% RunSpeed
- 4.5% XPDebtProtection
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Quote:...so how about changing Dimension Shift whilest sticking to the cottage rule.
Reduce the Intangibility to 8-10 seconds, make it apply a 12 second stun, after 10 seconds delay, do 0.9 BI Energy Damage after 10 seconds and do a 0.67 mag knockdown after 10 seconds.
The idea would be that snapping back out of shift should cause a system shock to those affected. The knockdown is there to convey that effect, plus it would act as a handy visual indicator that the Intangibility has worn off.
That seems like it would TOTALLY make the power worth taking without making it over powered. It's an excellent suggestion all around.
Quote:
So, I'm in favor of a real soft-control effect to replace Dimension Shift. My proposal is a gravity ball... a cross between Singularity, Phantom Army, and Omega Maneuver.
The power works somewhat like Omega Maneuver. The Gravity Controller summons a little ball of gravitic energy that uses Taunt to lure foes in. Like Phantom Army, the gravitic ball can't be hurt... It also does a minor amount of damage. Unlike Omega Maneuver, it doesn't blow up on despawn. It just flickers out.
To, to make the Gravity Ball really stand out... lets pick a debuff. Something that isn't in any of the other primary contol sets. Debuff Resistance. Okay, so what's our logical story point for this? Well, hows this sound: You summon forth a gravitic well, a vortex of energy. Enemies are drawn towards the well, and those that get too close feel their powers being stripped away. -
Quote:
No, I was actually talking about if you used Whirling Sword/Lotus Drop and a teammate splashed some damage and killed half the mobs in range. You've essentially paid for an AoE that hit fewer foes and/or received little to none of the DoT. The quirk with CI is no different from the quirk of a lag spike causing you to misfire the mentioned PBAoEs and hit *nothing*.
So you're saying the power is balanced because lag spikes can cause the same thing to happen with other powers?
So lag spikes are built in to this power? That is the dumbest line of argumentation I've seen in this thread yet.
Quote:It is on the low end of Armored AT attack sets. I would not call its single target damage poor. See defender/corruptor Rad Blast if you would like to experience poor single target damage.
o.O
I think the line of argumentation above just got dethroned.
As for the Brute/Stalker to Scrapper analogy, I'm wondering if PART of the reason for the difference in impression is because villains, GENERALLY, tend to team less and in smaller teams than you often find blueside. A Brute is less likely to see his chain disrupted by a target dying before the jump, etc. Also, scrappers do stronger initial damage than a brute, so a scrapper has a stronger chance of killing their target with the first hit before it ever gets a chance to jump. Just something Im wondering.
I wonder if they could recode the summoned pet to simply ignore "death" of a target and move on regardless. Still leave in the chance that it misses, but not let the death of a target stop the chain. It goes to five people unless a)EVERYONE in radius is dead or b)it misses a target.
In my opinion, that alone would make the power seem more balanced and worth the end and recharge. -
Im with the OP on this one. I just got CI a couple of days ago and am actually thinking I may respec out of it on my tight Elec/Dark Armor build.
The initial attack isn't worth the end drain/recharge time in an attack chain, and the "jump" is happening so seldomly and then usually only for one jump often enough that I find it not at all worth the end cost and recharge time.
It absolutely isn't function like an AoE attack, and shouldnt be balanced as one. I mean, it doesn't even offer the chance to "crit" does it, so essentially you're trading a good chance to do double damage for a mild chance to do less than double damage on a couple of targets, for a huge increase in end and recharge time.
It's an AWESOME concept for a power, and could make the set, but it sadly isn't balanced properly.
I can see why it worked on Brutes, who primarily solo on redside, but on scrappers, which (while many solo) are often on teams, it fails to function as one would expect, and fails miserably. -
The Omen Organization is a static, single storyline driven VG that uses a combination of both regular in game content and AE arcs created by members to carry a single team from 1-50. The primary storyline is written by @puhma and drives the main conflict of the team and ties loosely into a real in-game arc. Additionally, each character creates their own subplots in the AE volving their backgrounds and reasons for being a member of Omen.
It's a very fun, static, RP group with a great way to experience the game from 1-50 as if it's a whole new game with all new storylines.
What's "The Omen Organization"? A secret organization operating primarily out of a penthouse suite in Mercy Island and a privately owned AE building in Cap Au Diable. The organization has hired several villains from within the Rogue Isles to work as a "Shadow-Strike unit." This covert unit has been hired to help them uncovered a "source of power" that the Circle of Thorns, Arachnos, The Midnighters, The Legacy Chain, a mysterious cult called the Edonic Order, and recently even the Freedom Phalanx all are after. In exchance for their help, Omen will use their resources as well as the others in the Shadow Strike Unite to "repay" the members, helping them with any single desire. It could be revenge against an enemy, it could be attaining some ancient artifact, or simply amassing wealth and power. That part is up to you! Of course, not everything is as it seems, and the team is learning every day that they have gotten in for more than they bargained for and are working for people that they never dreamed they would.
When do we meet? Thursday evenings, usually starting between 8-8:30 eastern time. We fun for a couple of hours or so.
What level are we at? Currently, we're at level 30 but just got a new member a couple of weeks ago who is already catching up to us, so any level is fine.
What do we need? We have a dark/Fire brute named Carcharoth the Wolf, a Necro/Dark MM named Gray Skull, a dark/Dark Corruptor named Saharan Storm(whose powers are tinted to look like he controls/manipulates desert sands), and a sonic/kinetic corruptor named Discord (whose powers seem to stem from his ability to instinctively speak some unknown language even he doesn't understand.) To be honest, when we have our stride going we're a pretty solid team right now, so any creative character is welcome.
Can I test it before I buy it? Right now chapters 2 and 3 of the ongoing storyline are still published (one under @puhma, the other under @kituno) so you could try them to see how the storyline/AE aspect works (For example, what happened in Chapter 1.) If you wanted, I could even run them with you if we set up a time ahead of time so you can ask questions as needed.
How do I join?! Send an ingame tell to @puhma or PM Opprime28 here in the forums. -
Thanks for the reply. Like I said, the REALLY expensive IOs I already have or almost have. Already have an LoTG +7% and a Numina Regen/Recovery, as well as a Kismet +Acc, so the only other super expensive one I'll need is the Miracle.
What's the story on the new drop rates? I havent heard. -
So no advice from anyone on this build, huh? Im new to working with planned out builds with a specific goal.
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Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Corrupting Icestorm: Level 50 Mutation Corruptor
Primary Power Set: Ice Blast
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Ice Blast- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (5) Endurance Reduction IO
- (A) Accuracy IO
- (A) Detonation - Accuracy/Damage
- (7) Detonation - Damage/Endurance
- (7) Detonation - Damage/Recharge
- (9) Detonation - Damage/Range
- (9) Detonation - Damage/Endurance/Range
- (A) Numina's Convalescence - Heal
- (11) Numina's Convalescence - Heal/Endurance
- (11) Doctored Wounds - Heal/Endurance
- (A) Recharge Reduction IO
- (13) Recharge Reduction IO
- (A) Jumping IO
- (A) Endurance Reduction IO
- (13) Endurance Reduction IO
- (15) Defense Buff IO
- (15) Defense Buff IO
- (17) Resist Damage IO
- (17) Resist Damage IO
- (A) Detonation - Accuracy/Damage/Endurance
- (19) Detonation - Accuracy/Damage
- (19) Detonation - Damage/Recharge
- (21) Detonation - Damage/Endurance
- (21) Detonation - Damage/Endurance/Range
- (23) Recharge Reduction IO
- (A) Celerity - +Stealth
- (A) Analyze Weakness - Defense Debuff
- (23) Analyze Weakness - Accuracy/Endurance/Recharge
- (25) Analyze Weakness - Accuracy/Defense Debuff
- (25) Analyze Weakness - Accuracy/Recharge
- (27) Analyze Weakness - Defense Debuff/Endurance/Recharge
- (27) Recharge Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (29) Miracle - +Recovery
- (29) Healing IO
- (A) Endurance Modification IO
- (31) Endurance Modification IO
- (31) Endurance Modification IO
- (A) Damage Increase IO
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (33) Reactive Armor - Endurance/Recharge
- (33) Reactive Armor - Resistance/Endurance/Recharge
- (33) Reactive Armor - Resistance
- (34) Impervium Armor - Psionic Resistance
- (A) Thunderstrike - Accuracy/Damage
- (34) Thunderstrike - Damage/Endurance/Recharge
- (34) Thunderstrike - Accuracy/Damage/Recharge
- (36) Devastation - Accuracy/Damage/Endurance/Recharge
- (36) Devastation - Damage/Endurance
- (A) Dampened Spirits - To Hit Debuff/Endurance
- (36) Dampened Spirits - To Hit Debuff
- (37) Endurance Reduction IO
- (37) Dampened Spirits - To Hit Debuff/Recharge/Endurance
- (A) Basilisk's Gaze - Accuracy/Hold
- (37) Basilisk's Gaze - Endurance/Recharge/Hold
- (39) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Detonation - Accuracy/Damage
- (39) Detonation - Damage/Endurance
- (39) Detonation - Damage/Recharge
- (40) Detonation - Damage/Range
- (40) Detonation - Accuracy/Damage/Endurance
- (40) Detonation - Damage/Endurance/Range
- (A) Endurance Reduction IO
- (A) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Damage/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (43) Thunderstrike - Accuracy/Damage/Endurance
- (43) Thunderstrike - Damage/Endurance/Recharge
- (A) Aegis - Psionic/Status Resistance
- (43) Aegis - Resistance/Endurance
- (45) Aegis - Resistance
- (45) Aegis - Resistance/Endurance/Recharge
- (45) Endurance Reduction IO
- (46) Endurance Reduction IO
- (A) Recharge Reduction IO
- (46) Recharge Reduction IO
- (46) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (48) Luck of the Gambler - Defense
- (48) Serendipity - Defense
- (48) Serendipity - Endurance
- (50) Kismet - Accuracy +6%
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (50) Recharge Reduction IO
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
------------
Set Bonus Totals:- 5% DamageBuff(Smashing)
- 5% DamageBuff(Lethal)
- 5% DamageBuff(Fire)
- 5% DamageBuff(Cold)
- 5% DamageBuff(Energy)
- 5% DamageBuff(Negative)
- 5% DamageBuff(Toxic)
- 5% DamageBuff(Psionic)
- 1.25% Defense(Smashing)
- 1.25% Defense(Lethal)
- 6.56% Defense(Fire)
- 6.56% Defense(Cold)
- 12.5% Defense(Energy)
- 12.5% Defense(Negative)
- 0.63% Defense(Melee)
- 8.13% Defense(Ranged)
- 8.44% Defense(AoE)
- 1.8% Max End
- 7.5% Enhancement(RechargeTime)
- 25% Enhancement(Accuracy)
- 4% FlySpeed
- 4% JumpHeight
- 4% JumpSpeed
- MezResist(Immobilize) 1.1%
- MezResist(Sleep) 4.95%
- MezResist(Stun) 2.2%
- 8% (0.13 End/sec) Recovery
- 48% (2.15 HP/sec) Regeneration
- 5.63% Resistance(Energy)
- 1.88% Resistance(Toxic)
- 4.5% Resistance(Psionic)
- 9% RunSpeed
- 5.5% XPDebtProtection
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I've got this guy to 48 and LOVE him. I mean, a lot. He rips up damage and seems very safe. I love him so much that I want to make the build as awesome as possible, so I've put together this MIDs build. My goal is to have a heavy amount of smashing/lethal/energy resistance, a decent amount of fire/cold resistance, and then hope that I can cover the rest with defense. My play style ammounts to stacking the two rains which takes everything to -recharge max and then frostbreath the mob and pick off the survivors one at a time. I use lightning cloud as my main melee protection, and only use Hurricane for herding or a panic button. I find this guy incredibly survivable (at 45 he was able to run an itf with 50s without needing and SK and still contributing as much as the next guy) right now, but think that getting my defense up would probably make me perfect. So here's the build as it stands now/planned. PLEASE give me any slotting or power choice advice you can.
I will say this...I want to keep Ice storm slotted for damage since I use it as my primary attack, and keep freezing rain slotted for -defense. I dont really need to add any slow enhancements since with these two powers Im near the cap anyway.
Also, I'd like to keep the build around 300 million at most. I already have a few of the expensive IOs needed like the Numina's and the Luck of the Gambler +7%. -
I searched through the guides and couldn't find one for a Rad/Traps corruptor. Maybe my search-fu was failing, since I know I've heard these guys are viable. So...anyone have either a guide or suggestions/pitfalls/encouragements for a new, fledgling rad/traps corruptor? I'd greatly appreciate it.
I love the concept of the guy. He's basically your typical merc for hire, only he's adept at understanding how things optimally work (tools, patterns, etc) and putting "pieces" together. Imagine Sherlock Holmes only with "things" rather than "events". As such, he's basically skilled at aquiring technology and magical tools to use for the right occasion. His body is tatooed with mystic Tsoo protection spells, he has magical (rad) attacks infused with all of the technological gadgets necessary to make sure he is standing when his enemies fall. Not super powered, himself, just good at using the tools he finds to his advantage. The thing is...I really WANT him to survive and still do moderate damage. So...help me out?
It SEEMS like Rad is weak on damage, light on end, and with the -def and some procs, able to compensate for the weak damage at higher levels. Is that right? I have ZERO experienced with either of these sets, so as much advice on what powers to take, skip, how to use, slot, etc. would be helpful. -
My Ice/Storm Corr is currently 41 and does great damage. You have two rains, three if you count blizzard. I typically don't do anything but build up, then launch Freezing Rain, Ice storm, blizzard a boss if he's there, then stand back and peg off the targets one at a time. the stacking slows means EVERYTHING is attacking you less, and ice offes so many additional control powers that it ALMOST feels like you're playing a controller with blaster powers. The only issue is end useage. I was going to go for Mako as my patron since the cone sharks immobilize would just lock everything into the rains nicely, but I realized after getting the first power of the Mako set that I already had everything SO slowed that the cone immob is just not necessary, where as power sink from Mu would be immensely helpful. Not only that, but Mu Mastery will also give me smashing/lethal/energy resistance, as opposed to smashing/lethal/cold. Since energy is more common than cold, and I already have some defense against cold with steamy mist, it just makes more sense.
That being said, he's a BLAST to play. I would imagine fire would be a faster toon to play when it comes to killing, but also slightly less safe since cold amplifies Storm's controlliness. -
Ok, so Im making a character for a static team. It's a small team and currenty has a kin/electric defender, and earth/sonic controller, and a claws/dark armor scrapper.
I'm torn between which controller to make. I already have played a plant/kin and illusion/kin to 50, and a fire/rad to 40. I'm working very heavily on an ice/storm corruptor and am interested in a thugs/storm MM so I may avoid storm.
I'm thinking about an illusion/bubbler. My thoughts are that with the +res from sonics and the +Def from bubbling, the scrapper could easily reach tanker levels of survivability, and the team would be pretty well protected from most damage. Earth's hard controls would compliment Illusion's distractions, making the team even more survivable. It seems would would lack damage in a lot of ways though.
I was ALSO thinking abou a fire/trick arrow controller. Firewould give the team a much higher DPS, will still meshing with Earth's soft controls, and trick arrow would add -res to Earth/sonics -def and -res. It would basically help earth lock EVERYTHING down and debuff it so we're all doing more damage.
Any suggestions? Anyone experienced with either of those builds? It's a toon made specifically to team with this group so soloing isn't much of an issue, which would be a concern for the illusion/bubbler. -
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Ok, so I was thinking about how rarely I or anyone in any of the SGs I'm in actually use a med bay and I realized what I believe is a major reason why.
Basically, there's no advantage to it, and there's a penalty for using it (rezzing with only part of your health and end.) Here is my suggestion.
#1: Allow an "upgraded" rezzer that rezzes you at full health. This can be unlockable or purchaseable.
#2: Allow SGs to place a "mission transporter" in their base, similar to the mission transporter in the Cybord booster pack. Allow this to be placed in the Med Bay. If necessary, code it so that it can only be used after a base rez. By necessary I mean if people would be bothered that the item from the booster pack is now available to SGs.
#3: Allow Med Bays to store an empowering device.
The effect I see this having is that it will now give incentive to use the base Medical Bays. A player could rez in their base and return to the mission quickly, instead of having to run halfway across the zone where they died. It would also allow them to, if necessary, "boost" themselves before returning to a mission that just went sour.
As it stands, it's almost always easier to just "hosp" it since you'll end up in the zone, not near your mission, either way, and you arrive with full health and end instead of a reduced health and end from a base teleport. Hosping it also allows for one less instance of "zoning" as it currently stands as well. Mission->Hospital->mission, as opposed to mission->base->zone->mission.
Just my idea on how to make a single base feature more useful and worthwhile. -
My level 39 Sonic.Ment is LOADs of fun. The only difference I have with what has been said here is that World of Confusion, while it IS pretty pointless upfront, I expect to get exponentially better once I slot it with the cheap purprle confusion set. World of Confusion with contagious confusion should be awesome, and the purple set gives nice set bonuses as well. In my opinion, thats worth the one power slot right there.
I will say that I'm a little disappointed with mind probe, but that could be because I havent finished slotting it.
Overall, its an awesome combo with very nice debuffs (either -res or -recharge in every attack) great cone attacks (-res cone from Howl and then the Psychic Scream for max damage then followed by the cone sleep to calm anyone left standing down) and a nice self buff for a blaster with Drain Psyche. -
I'm thinking Dark/Trick Arrow. You can immobilize your foes, debuff the crap out of them, then nightfall them into oblivion. take a natural origin so you can ignite your tar patch and all should be well with the world. :-)
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my 50 Plant/kin is my most fun toon.
Not only is carrion creepers buffable, but with Fuclrum shift and hasten it's pretty much perma and the creepers are buffed by fulcrum shift. -
I've said it before, I'll say it again...
PLANT/KIN is awesome! My 50 Plant/Kin is just a beast, is incredibly fun to play, and with Syphon Speed and Hasten, not only is seeds of confusion up for every mob (often twice in one mob) but so is carrion creepers. Carrion Creepers gets buffed by fulcrum shift as well, so an awesome attack chain is to seeds a mob, watch them gather on each other, carrion creepers the mob, then fulcrum shift and roots them until they die.