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Posts
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Joined
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WAI and always been this way. The aspects of CJ that cause this are:
MovementControl +40 for 0.75s
MovementFriction +0.2 for 0.75s -
Quote:-regen is far from the most useful debuff against an AV. A level 50 AV has 85% resistance to -regen. In contrast, -dmg and -res are only resisted by the particular AV's damage resistance. A dark defender can bring 90% -dmg to the table (stacked Darkest Night and Twilight Grasp from defender and Dark Servant), enough to make any AV into a kitten, as well as 30% -res. And BTW, dark also brings 100% -regen (stacked Twilight Grasp).-one or multiples AVs, and against them the debuffs aren't worth much. The most useful debuff is -regen, i would much prefer to have some buffs against an AV than all the DM debuffs together
What? Seriously? How about -res, -rch, -def, -tohit and kd?
Pretty much disagree with everything you said. -
Actually its Swift that doesn't take the +stealth. I have slotted them in Sprint fairly recently.
Not sure why the IO isn't working for you while exemped. The procs are supposed to work if the power is available. -
I have level 50 dark and storm defenders. Both are insanely powerful, although they play differently. I can neutralize a spawn sized for 8 with either and /em newspaper.
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Archery blaster works well. Lethal damage + ranged control. Plus blasters can keep fighting through the mezzes.
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Quote:Force of Nature doesn't get unstoppable's mezz protection or health crash. The resistance is also 71% of unstoppable (even after adjusting for AT). It does get +end.Can someone correct my history memory then.
I remember when epics were first introduced, Blasters were going to get Unstoppable. Tanks and Scrappers complained and they got Foce of Nature, which was a watered down version. Probably this is why I always thought it was only S/L. So what is the difference then? Just the lack of +End? -
Power Boost will only buff the +run speed and +fly speed in AM.
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Easy enough to check. Add pet tohit rolls to your combat channel.
BTW, Dark Servant does NOT have higher base accuracy. Pet base tohit is the same 0.75 that players have. Other than Chill of the Night and Darkest Night, which are autohit, Twilight Grasp, Petrifying Gaze and Tenebrous Tentacles have standard 1.0 accuracy. -
Yes its possible. Assuming the power is slotted for 95% recharge, you would need an additional 105%. This could be any combo of Hasten, Siphon Speed and set bonuses.
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Whether or not the intangibility magnitude scales with foe level, the immobilize magnitude should not. Further, Dimension Shift should not have an untouchable/only affecting self affect that effects the foe if they are unaffected by the intangbility. If the power is truly not working as intended, I suggest you PM Castle with the details of your testing. As already explained, the devs are unlikely to provide a magnitude increase to match Sonic Cage/Detention Field, or the ability to enhance duration, so don't expect much.
While I am a fan of Sonic Cage/Detention Field, I have not found a reason to take Dimension Shift in 5 years. I can only recall seeing it used once. Your diligence is to be commended, but I do not intend to respec into the power just to test your findings. -
http://coh.redtomax.com/data/powers/...imension_Shift
- Dimension Shift has no untouchable or only affecting self status. It has only intangible, immobilize and -threat.
- Level scaling affects mezz duration, not mezz magnitude. -
Quote:Roots does double the damage of any other controller AoE immobilize (damage scale 0.6). Well worth slotting for damage.AoE damage is of course key. But the damage from roots is trivial compared to what the Creepers and Psy Tornado will be doing
I have it slotted with:
Detonation acc/dmg
Air Burst acc/dmg
Air Burst dmg/rch
TotH acc/rch
Posi % energy dmg
TotH % lethal dmg -
Quote:I stand corrected. Apparently this was fixed in I15.Then obviously i'm doing something wrong. My Dark/Ice currently (on live) has Dark Servant 6 slotted with Cloud Senses.
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Minor quibble - Dark Watcher's Despair is not from the Accurate ToHit Debuff sets, its from the ToHit Debuff sets. Dark Servant doesn't actually accept Accurate ToHit Debuff sets.
I've got mine slotted 3x Dampened Spirits (-tohit, -tohit/rechred, -tohit/endred) and 3x Touch of the Nictus (heal, acc/heal, acc/end/heal). -
I'm guessing you're pulling your info from redtomax. He appears to have some of these miscoded. Only Malaise, Perplex and Brilliant Leadership buff confuse duration (not sure why a pet set is included - likely a bug). The others buff confuse resistance. If I'm adding right, you total out at 5% total bonus.
http://wiki.cohtitan.com/wiki/Catego...nfuse_Duration
http://wiki.cohtitan.com/wiki/Catego...use_Resistance -
Quote:This build is seriously flawed.Decided to try my hand at this as I have one of these also. As my main is a def softcapped fire/force field/stone troller I am a firm believer in the power of defense and focused as much as possible on building that while still keeping recharge and recovery rates as high as possible. I am guessing from your initial post that this is a farm build and thusly meant to be played at 50, hence the fulcrum not being added until 49. Main features of the build are two self heals (one is +maxhp and should hp cap you), 40.5% smashing/lethal defense or 4.5% short of softcap and 23.8% smash/lethal resists for some padding, 212.5% global recharge with +100% more when force feedback proc fires, and 2.96 end/sec recov with 1.46 consumption which isn't bad with transference recharging in 7.64 seconds. You'll notice a lack of control options as this build is more of a brute force setup relying on high defense, two heals and the occasional sleep to manage aggro (11.6 sec rech). To me vines isn't worth the incredibly long recharge on it (240 sec compared to seeds 60 secs or spores 45 secs base). I cut seeds out because spore burst has a shorter recharge by 4 seconds and spirit tree is overkill with two frontloaded self heals. Entangle is pure fluff because I don't consider repel or siphon power worth their animation times. So, here's the build: /snip
- Seeds is the signature power of Plant Control. It is an amazingly powerful control and vastly increases your killing speed. Spore Burst is completely situational and largely useless in most team situations.
- You haven't slotted accuracy in a number of powers which require it (Transfusion, Siphon Speed, Fulcrum Shift). I realize that you have Tactics and 27% in accuracy set bonuses, but I don't think its enough.
- Your high defense is only S/L. Everything else is in the 14-20% range. Not sure what you plan to do against non-S/L foes.
- Your only damage dealing powers are Roots and Fissure (plus Creepers and Fly Trap). Strangler and Entangle have no damage slotted. -
I run Disruption, Dispersion, Assault, Tactics and MOB. Vigilence helps in certain situations, but a fair amount of endred is needed. I've got the equivalent of 2 in each toggle (except MOB), as well as 40-60% in each attack. Some +rec and +end set bonuses, but none of the big +rec uniques.
I have 2 Acc/Mez in Sonic Cage and can cage the patrons in STF. Unable to do it with just 1. -
BTW, build is not proposed - that's the actual build I leveled to 50 with. Reslotted some of the powers, but don't think I ever respeced.
- Sporeburst was a throwaway. There was nothing else I wanted available at that level. I do use it occassionally as an "oh crap" power.
- I see no need for Acrobatics - Steadfast -kb is plenty. And IR > SJ (no supression).
- Fissure is a fine power but I think Energy Torrent is better. In any case, main reason I went Primal was for Power Boost.
- With SoC I rarely worry about going into melee. -
Here's the current build on my Plant/Kin. Not generics, but nothing is particularly pricy, other than the one purple set in SoC. Confuse set IOs are dirt cheap, so very easy to frankenslot for max acc, recharge and confuse.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Virginia Creeper: Level 50 Science Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Strangler -- HO:Perox(A), HO:Perox(3), Thundr-Acc/Dmg/Rchg(5), Lock-Rchg/Hold(11), Lock-Acc/Rchg(17), Lock-EndRdx/Rchg/Hold(29)
Level 1: Transfusion -- Nictus-Acc/EndRdx/Heal/HP/Regen(A), Nictus-Heal(7), Nictus-Heal/HP/Regen/Rchg(15), Nictus-Acc/Heal(21), RechRdx-I(31)
Level 2: Entangle -- Ruin-Acc/Dmg/Rchg(A), Ruin-Acc/Dmg(3), Ruin-Dmg/EndRdx(5), Ruin-Acc/EndRdx/Rchg(11), Ruin-Dmg/Rchg(17), Decim-Dmg/Rchg(29)
Level 4: Roots -- Det'tn-Acc/Dmg(A), AirB'st-Acc/Dmg(7), TotHntr-Acc/Rchg(15), Posi-Dam%(21), AirB'st-Dmg/Rchg(31), TotHntr-Dam%(31)
Level 6: Siphon Power -- Acc-I(A), Acc-I(25), RechRdx-I(46), RechRdx-I(48)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(23), CoPers-Conf%(48)
Level 10: Siphon Speed -- Acc-I(A), TmpRdns-Acc/Slow(13), RechRdx-I(23), RechRdx-I(43)
Level 12: Swift -- Run-I(A)
Level 14: Health -- Heal-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 18: Vines -- G'Wdw-Acc/Rchg(A), EoCur-Acc/Hold(19), EoCur-Acc/Hold/Rchg(19), Para-Acc/Hold/Rchg(37), G'Wdw-Acc/Hold/Rchg(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(25)
Level 22: Speed Boost -- EndMod-I(A), EndMod-I(50)
Level 24: Increase Density -- S'fstPrt-ResKB(A)
Level 26: Carrion Creepers -- Enf'dOp-Acc/Rchg(A), Det'tn-Dmg/Rchg(27), Det'tn-Acc/Dmg(27), Dmg-I(40), RechRdx-I(40), TmpRdns-Acc/Dmg/Slow(40)
Level 28: Inertial Reduction -- Jump-I(A)
Level 30: Spore Burst -- LgcRps-Acc/Rchg(A), LgcRps-Acc/Sleep(34), LgcRps-Acc/Sleep/Rchg(43)
Level 32: Fly Trap -- BldM'dt-Acc(A), BldM'dt-Acc/Dmg(33), BldM'dt-Dmg(33), Achilles-ResDeb%(33), Dmg-I(34), LdyGrey-%Dam(34)
Level 35: Transference -- Efficacy-Acc/Rchg(A), Efficacy-EndMod/Acc(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Rchg(36)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Energy Torrent -- Acc-I(A), Det'tn-Acc/Dmg(45), Det'tn-Acc/Dmg/EndRdx(45), Det'tn-Dmg/Rchg(45), AirB'st-Dmg/Rchg(46), KinCrsh-Rechg/EndRdx(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Temp Invulnerability -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(50), TtmC'tng-ResDam/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
If all you're taking are the two immobilizes and the two holds, you might as well roll another primary unless you're really sold on Singularity. Wormhole does not "stink", nor is it "annoying" or "silly". It is the signature power of the set and it requires strategy and skill to use it effectively. It is also the longest duration AoE stun in the game, not to mention a mag 4+ teleport. It is certainly a better choice than Maneuvers, Tough or Weave. If it was annoying or ineffective, the problem is the user, not the power.
On the one hand you talk about wanting to do damage quickly, on the other you talk about using control powers and leaving damage for the blaster. While any /Kinetics controller will buff damage, nobody seriously considers a pairing with Gravity as a damage dealer. How can you control stuff if you're skipping the control powers? -
You skipped Wormhole (and Lift and Propel)? Why roll Gravity?