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Posts
1909 -
Joined
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Well...
1) I would expand individual powersets by a power or two to provide each AT with an added options for versatility that could circumvent the need for further AT creation (Ex. melee attack options in an MM set).
2) I would also look at allowing a tertiary powerset selection to these same ends
3) I would introduce any potential ATs as EATs (read; one-shots) to test the waters and not burden the Dev team as much as creating an AT set that involves creating, proliferating and/or otherwise modifying a large number of powersets to fill it.
4) I would say normalize and expand the current EATs (to a degree) into an AT set: (Ex. Kheld/SoA mechanics to a Ranged/Armor class or even into an expanded version of the 'shape-shifter' (power-shifting) class)
5) A Skirmisher class - short ranged (30'-40'); fast recharge, lighter damage attacks with secondaries that consist of lighter impact self-buffs and heals -
Soul Absorption... [misread in Mid's].... and it doesn't slot Accurate Healing. (lol)
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I've modified the build a bit since the OP and there are a few changes that went into the Live build that's not represented in Mid's:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
i22 XXXXXX 50: Level 50 Magic Controller
Primary Power Set: Plant Control
Secondary Power Set: Darkness Affinity
Power Pool: Speed
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Entangle -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Acc/Dmg/Rchg:50(11)
Level 1: Twilight Grasp -- Theft-+End%:30(A), Cloud-Acc/EndRdx/Rchg:30(15), Cloud-ToHitDeb/EndRdx/Rchg:30(19), Cloud-Acc/Rchg:30(19), Cloud-%Dam:30(34)
Level 2: Strangler -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Acc/Dmg/Rchg:50(11)
Level 4: Roots -- Posi-Acc/Dmg/EndRdx:50(A), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rng:50(5), Posi-Acc/Dmg:50(9), Posi-Dam%:50(42)
Level 6: Darkest Night -- DarkWD-ToHitDeb/EndRdx:50(A), DarkWD-Rchg/EndRdx:50(7), DarkWD-ToHitdeb/Rchg/EndRdx:50(7), DarkWD-ToHitDeb:50(9)
Level 8: Seeds of Confusion -- Pplx-Acc/EndRdx:50(A), Pplx-Acc/Conf/Rchg:50(15), CoPers-Conf%:50(43)
Level 10: Howling Twilight -- Rope-EndRdx/Stun:50(A), Rope-Acc/Stun/Rchg:50(40)
Level 12: Tar Patch -- RechRdx-I:50(A), RechRdx-I:50(13)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43)
Level 16: Shadow Fall -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(17), LkGmblr-Def/EndRdx/Rchg:50(17), ResDam-I:50(37), ResDam-I:50(40), ImpSkn-Status:30(40)
Level 18: Vines -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(34), BasGaze-Rchg/Hold:30(34), BasGaze-EndRdx/Rchg/Hold:30(37)
Level 20: Fade -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(21), LkGmblr-Def/Rchg:50(21)
Level 22: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(23), LkGmblr-Def/EndRdx/Rchg:50(23)
Level 24: Spirit Tree -- Numna-Heal:50(A), Numna-Heal/EndRdx/Rchg:50(25), Numna-Heal/EndRdx:50(25), Numna-Heal/Rchg:50(45)
Level 26: Carrion Creepers -- Enf'dOp-Acc/Immob/Rchg:50(A), Enf'dOp-Acc/Rchg:50(27), Enf'dOp-EndRdx/Immob:50(27), Enf'dOp-Acc/EndRdx:50(29)
Level 28: Soul Absorption -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(29), Numna-Heal/Rchg:50(31), Efficacy-EndMod/Rchg:50(43), Efficacy-EndMod/Acc/Rchg:50(48)
Level 30: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def/EndRdx/Rchg:50(31)
Level 32: Fly Trap -- ExRmnt-EndRdx/Dmg/Rchg:50(A), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg:50(33)
Level 35: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Acc/Dmg/EndRdx:50(36), Posi-Dmg/EndRdx:50(36), Posi-Dmg/Rchg:50(36), Posi-Dmg/Rng:50(37)
Level 38: Dark Servant -- Cloud-ToHitDeb:30(A), Cloud-%Dam:30(39), Cloud-Acc/EndRdx/Rchg:30(39), Cloud-ToHitDeb/EndRdx/Rchg:30(39)
Level 41: Rise of the Phoenix -- Erad-Acc/Dmg/Rchg:30(A), Erad-Dmg:30(42), Erad-Dmg/Rchg:30(42)
Level 44: Fire Shield -- EndRdx-I:50(A), ResDam-I:50(45), ResDam-I:50(45), Aegis-Psi/Status:50(46), ImpSkn-Status:30(50)
Level 47: Tactics -- EndRdx-I:50(A), GSFC-Build%:50(48)
Level 49: Vengeance -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx/Rchg:50(50), LkGmblr-Def/Rchg:50(50)
Level 50: Void Radial Final Judgement
Level 50: Cognitive Core Flawless Interface
Level 50: Barrier Core Epiphany
Level 50: Storm Elemental Total Radial Improved Ally
Level 0: Call to Justice
Level 0: Eye of the Magus
Level 0: Geas of the Kind Ones
Level 50: Vigor Total Radial Revamp
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Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Panac-Heal/+End:50(A), Numna-Regen/Rcvry+:50(46), Numna-Heal:50(46), Heal-I:50(48)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(13)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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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)
- 2.5% Defense(Smashing)
- 2.5% Defense(Lethal)
- 10.63% Defense(Energy)
- 10.63% Defense(Negative)
- 1.25% Defense(Melee)
- 5.31% Defense(Ranged)
- 6.3% Max End
- 3% Enhancement(Immobilize)
- 6% Enhancement(Heal)
- 18% Enhancement(Accuracy)
- 81.25% Enhancement(RechargeTime)
- 110.6 HP (10.88%) HitPoints
- MezResist(Confused) 22.5%
- MezResist(Held) 22.5%
- MezResist(Immobilize) 22.5%
- MezResist(Sleep) 22.5%
- MezResist(Stun) 22.5%
- MezResist(Terrorized) 22.5%
- 13.5% (0.23 End/sec) Recovery
- 98% (4.15 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 1.88% Resistance(Negative)
- 3% Resistance(Psionic)
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No, wait... he's actually Alan and the wolves on his side are Stu and Phil.
In the Market tomorrow; The Hangover vanity pets. -
BM... and no, not that kind.
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I usually go Fire with my Trollers; because at some point... no matter what you do... you're gonna die and Rise of the Phoenix is there to bring you back with a vengeance.
Otherwise, for more debuffing; Mace (Def and Resis debuffs).
...although; if you're running a heavy damage debuffer, with a lot of recharge, you may also consider trying Mu (Surge of Power+Charged Armor+Dmg debuffs); or just opt for Demonic Aura/blue-side equivalent (no crash)... -
Well, dangit, they need to hurry up!
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Yes, they did give us one-to-four slots that we wouldn't have had; had they not made Fitness inherent.
Sure, we didn't have control of their placement once we got a hold of these slots but that's irrelevant to the fact that we acquired 31 starting slots as opposed to the 27 we used to get.
More relevant is the fact that not only did we get four 'free' powers (two of importance to many players); getting those powers given to us meant we were able to accentuate our builds in addition to the 'buff' the Devs had just given everyone.
IMO, adding four powers (even single slot ones) to a build trumps adding four slots to a build in almost any circumstance and that hasn't seem to break anything yet. Even the basic IO Sets (in general) with all of the global bonuses they bring to the table, has not broken basic gameplay.
Outside of a few possible outliers (which are going to exist in almost any circumstance); none of you are actually proving that a few extra slots will make everybody overpowered.
Sure, unlimited extra slots might be pushing it a bit but with a potential 92 empty slots that could be placed; getting access to 3 or 4 should be no big deal.
And I'm very open to how we receive those slots: Tokens, Paragon Points, Incarnate progression or even some nasty rework to the leveling system. -
Now that Mid's is updated for i22, I've been throwing some concept combos into the meat grinder and am discovering that the new Dark sets make for some pretty interesting effects.
Plant/Dark Controller:
Slotted, it can give an entire team:
+ 32% Def (stacked w/a -22% ToHit debuff; sans Fluffy)
+ 888% Regen
+22% Resis (NRG, Neg, Psi (stacked w/a -30to40% Dmg debuff; sans Fluffy)
on top of Seeds, Creepers, Fluffy, Twilight Grasp and Howling Twilight
For the player, it can get much more exciting:
http://www.cohplanner.com/mids/downl...9AFF00C8EA0149
lol, who needs Incarnate powers when you have this combo?
Oh, wait... Agility Core, Clarion Radial, Void Radial and Cognitive Core. -
You do realize the last time they gave us four free powers and four free slots (allowing us to choose up to an additional four powers w/four slots for more critical choices), it didn't break the game?
Nor did it break the game when the Alpha Slot potentially freed up/diversified at least 24 slots for player use.
Sure, there may be players that could maximize any changes that come along but 3 slots is not overpowered or game breaking.
Applying an appropriate cost could be its own deterrent (400 points per slot per character) or as a set of cycling Tier 9 VIP Token purchase (SlotA, Slot B, SlotC; each slot(variable) only purchasable once).
They could even set it up like they do costume slots; max number of add-on slots purchasable = 'X'.
My only concern would be how it might interfere with respeccing. -
Quote:That would be the 'secondary numbers' I was referring to. The 'Secondary Effect' debuff is Weaken's (and Gravitic's) debuff to a target's Heals, Defense Buffs, Mez Powers, etc (kind of like a reverse Power Boost):When you mean "Secondary Effect" am I right in thinking you're talking about those close to the actual target, maybe affected by an AoE effect?
http://tomax.cohtitan.com/data/power....Poison.Weaken -
Quote:You may want to double check the secondary numbers (what I listed was for the initial target; the surrounding targets are affected at reduced effect)OOOH!!!! I really like how you're thinking here Yogi...
I must make one!
Also, I'm not well versed on Secondary Effect debuffing (and I could be mistaken) but it looks like it does some additional major league chopping to Def (base or buff; I'm not sure). -
Dark/Poison/(Mace or Primal) Controller is looking really interesting.
Unslotted:
Venomous Gas + Weaken = -32.5% ToHit; -45% Dmg (+Secondary Effect debuffs)
Venomous Gas + Envenom = -40% Def; -48.75% Resis
N.Breath = -81.75% Recharge
Dark/ would top off any -ToHit plus:
Shadow Field + Poison Trap
Massive Fear/Terrorize
Pet Aggro Distraction x3
Mace would add another -18.75% to ST Resis (-67.50% approx ST Resis), -20% Def (-60% ST Def) and S/L/E Def on top of any ToHit debuffs you're using as protection.
Primal has Power Boost, . ...and a base 30% S/L resis to add to your -Dmg protection.
Then, you calculate in your slotting, any set bonuses and/or procs.
Void Judgement (-50% Dmg)
Paralytic or Gravitic Interface
Clarion Destiny
Storm Elemental Lore -
Making generic EB's available to each enemy group that operate independent of the EB/(AV/Hero) option and giving players a similar choice option for their mission inclusion as the current Boss/No Boss When Soloing option. At all levels.
Automatic inclusion of generic EBs, starting at a certain team size; scaling up for larger teams. -
Spent most of the day finishing the Villain DA arcs; what crash?
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Quote:Last I read, he didn't specifically state what the issues were and it wasn't a definite cancellation on the plan.Pay-to-win issues aside, would that even get around the issues that prevented Synapse from doing it in the first place?
He was going to give us three free slots anyhow but it seemed all tied up in the mechanics of leveling. -
Instead of try to rework the powers/leveling system to fit more slots... allow players to purchase individual Enhancements Slots through the Paragon Market.
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Quote:Egads! ...and Grrrr! My mistake for thinking that it was the same as the /Traps version.Poison Trap isn't -regen by the way, it's -recovery. It's -1000%, sure, but that's not quite as useful for hard targets as -regen is. It's also got some secondary effect neutering in there, some heal resistance, a few ways to hold a target, and some -recharge. None are of outstanding use, but they're still good.
Then you may want to try Sonic/Rad:
Lingering Radiation + EMPulse = -1500% Regen (and a hefty -Recharge)
EMPulse + Choking Cloud = Mag 3-6 Hold (can't remember if secondaries get the Overpower effect)
Enervating Field = -22.5% Res (which is smaller than some of the other sets but pairing up with Sonic should more than compensate)
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Another one to look at is Dom's Psionic Assault; solid -Recharge and Drain Psyche. It's pretty good OTB but you'd definitely want to slot it for ACC/Rech. Thinking Dark/Psi/Mace...
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MMs:
Demons is probably the obvious choice (-RES, -Rech plus survival buffs and heals) but Mercs get a bad rap even though they can all be slotted with Achille's Heel procs (6 pets doing constant -DEF and almost constant -RES)
Too bad you don't like /Traps; you've got some leeway on setup and timing with pets getting your aggro
Mercs + multiple Acid Mortars = more stacking defense and resis debuffs plus more sources drawing aggro away from you.
Poision Trap ambushes (or even toe-bombing) can be very nice for -Regen
People also bag on Caltrops but it can be used as a short range -Regen tool (minimum of -1hp/sec (stackable for -2hp/sec for duration of overlap); if you ignore critter resists, you can get up to -5hp to -10hp(overlap)/sec (from either damage slotting or -RES debuffing). Combine damage slotting AND -res debuffing... Caltrops gets a new life (subject to critter resists) -
/Poison's not so bad for single target -RES:
Envenom + Venomous Gas = -40% DEF/-48.75% RES
Poison Trap = -1000% Regen
then you throw in Weaken.
Was tossing this around not too long ago; with Sonic/Poison being one of the options. -
Dark Astoria is (the movie) Silent Hill... at least for the majority of the faceless and minor players there.
Villain-side opens up a lot of future story lines (at least 3).
The Personal Story Missions are awesome; they're optional, flesh out the story (for those that want it), give badges and give possible glimpses into future content.
The creatures and their attack animations are good (although the Underling class BP Spirits may be tougher than any of their normal ranked counterparts).
I hate the RNG (I-Merits from here on out) -
Didn't run into the female Pantheon in Beta; good to see some on live. Funny to see their Spirits summoned as Underlings.
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Quote:So far, I've run one arc mish and one repeatable at +0/x1... and haven't even gotten a single percentage point yet.A good amount. I don't have any specific numbers but last night I ran 2 of the normal repeatable missions and the first 3 story arcs and "only" got 14% iXP on my Interface and Judgement slots.
This being said, 2 thumbs up from me for eveything that I've messed around with so far on Issue 22.
Edit: just got my first percentage point, lol, this is going to take awhile at my current settings.
Think I may stick to repeatables after this first arc and compare time vs thread rewards. -
I have a character that has the Alpha slot unlocked (but unslotted) and am running DA content.
I'm being rewarded both forms of iXP for kills and completions but neither my Interface or Judgement slots are showing any progress.
How much iXP does it take to even get to the 1% mark in either of those slots? -
See the overlay on her empty hand? This is the type of thing I'm referring to when I mention holographic armor overlay(s) as an aura option.
I would be good with this as a non-aural costume option as well.
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Pretty cool... liking the female rings helmet, shoulder and arm bands and the whole go-go girl in space type thing.
Male - cool helm; give the fish tank a run for its money.