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For APPs personally I'd go with Stone for Fire/Storm as it's got another short range AOE stun (well a chance-of) and damage power, a really, really hard hitting melee attack (which holds) a poo-like defense armour and a +HP power. Endurance is going to be a concern though. Fire or Mu are two other good options since they have +End powers and decent AOE attacks.
For Plant/Storm I'd go Ice for Hibernate (Hib + loads of confused enemies & pseudo-pets = win), Frost Breath (hits hard with Containment and you'll already be used to Cones with Seeds), Ice Storm and the armour.
I always take my AOE hold, even on my illusionist (see my pic). 3 Acc/Hold/Recharge IOs and another hold or recharge and you're good to go. You can get them cheapish too along the way (I typically take it at 26 and slot it with 4 level 29/30 ones at 26 and 27 and 30, easily good enough up until 50). -
I'll be doing the opposite, returning from across the seas back to the EU, at least in part. Probably going to take a break until then as well as I'm a bit burnt out by the shonkiness of i20 overall to be bothering with it.
Edit : Hang on, is the merge next week? I thought it'd be in August sometime.
Shortest break ever (given that my sub runs out on the 2nd) -
Quote:Considering noon EST is about, what, 8pm British Summer Time it's kinda annoying for those of us across the seas.Because on stuff like this they never seem to activate anything ("flipping the switch") until about noon EST. Just be patient. Is it really THAT big of a deal that you didn't have them as soon as the clock hit midnight?
Simply specifying "At noon EST" would at least have dealt with all of these "When's it happening" questions. -
Quote:The "Follow the Tank" mentality works like this.
It is presumed that:
1) The tank is trying to gather as many of each group to him.
2) The tank will stay in melee range of those he has gathered.
3) The other melee types will also be attempting to enter melee.
4) A percentage of the non-melee types will be very close to melee some percentage of the time, to use short ranged attacks, or PBAOEs.
5) The tank has an aura that has a taunt element, or a damage component, and that it is on.
6) The tank will be attacking and thus using gauntlet, and that those attacks are most likely melee, or PBAOEs.
If most or all of those presumptions are correct, being close to the tank is ideal positioning. Most if not all of the melee types will be in PBAOE range (of Heal Aura, or Leadership toggles) as will a fair percentage of the close blasting types. Heal other, and similar powers of tat nature, have a good deal more range, so if a specific team outside that range gets in trouble there is a good chance that they are in range of that, if they haven't headed off on their own to tackle a totally different group. And, by being in such close proximity to the tank provides a great deal of protection in that aggro will most likely go to the tank first, then any of the other melee types about.
Yes, there are times when this strategy is all bad. Against enemies with lots of AOE attacks, it's pretty much suicide if you're squishy. But I'm specifically responding to the "I'll never get the 'Follow the Tank.'" If by that you meant that you'll never get why someone would want to do that 100% of the time, I'd totally agree. If you don't get that mentality ever, I hope I've been able to explain it's advantages in a lot of situations.
All that said, I wish to point out that I at no point condoned auto-follow, aura rocking, or failing to attack. Nor did I suggest to blindly follow and not consider what was going on. If a fair number of the assumptions above aren't true, one should us a different strategy. If the team is a tank, a def, and 6 blasters/trollers, etc, and all the rangey types seem to stay at max distance and rain death for example, the follow the tank should obviously not be used.
It's the former, I'll never get the "follow/focus on the tank at all times" mentality and especially not the "always put buffs on Mr Tank first" mentality. If they're also the sort to bark out orders and expect us to follow them blindly I generally don't stick around for more than one mission.
Tanks rarely get buffs first from me, unless they're actually dramatically in trouble (because they're fighting something really tough, rather than because they're simply inept and expecting me to babysit them. Inept tanks are for Power Boosted Vengeance mostly).
And even then I'm always flying around a good distance from them, I've no real need to be too close and personal to them unless I'm dropping Recovery or Regen aura. -
This is also true. Both are very decent combos indeed (unless you happen to be a Blue Bar, Storm is evil on that). Fire/Storm comes with a nice array of Stuns as well which you can stack on top of each other (and the Stone APP if you take it)
Cages does -knockback, but no immob offers -repel so Hurricane will always nudge things backwards (which can be hellafun if done right).
There's no real wrong answer, both will be great, one will prefer range, one will like to be up close and personal more. Both will do horrible things to spawns. -
Personally I'd go Plant/Storm. You're more of a ranged controller that way and can benefit from Hurricane without worrying about it clashing with Hotfeet.
Roots does indeed have -kb and thus goes with Tornado pretty well. It's also the most damaging of the AOE immobs so worth spamming and filling with a PROC or two.
Powers which are proc-worthy in the combo are Roots (because you can spam it, it has a massive AOE and it's damage is actually alright once you start Containing things), Carrion Creepers (I've done a bit of analysis of procs in creepers here and here), Fly Trap (including the Chance for -Resist), Freezing Rain (again the chance for -resist) and Lightning Storm (again you can immob things in place to prevent it knocking things back, and LS can take a Ranged Damage Chance for Hold and a Knockback : Chance for Damage PROC).
My live Plant/Emp build is here and shows you what PROCs Plant can take (I consider the Impeded Swiftness in Creepers somewhat of a waste though, a simple +recharge IO would be better)
I wouldn't really bother PROCing Tornado it only has a chance to go off every 10 seconds against anything in range of Tornado and Tornado doesn't have much of a range (and is inclined to knock things away if you haven't immobed them in the last 10ish seconds), I'd just slot it for Damage, some acc and recharge and use it as a raw damage power on things you've Rooted in place (or which your Creepers Patch or Fly Trap have rooted into place for you). -
Quote:That description is out of date now. They never changed it when they made the change to how it works now.According to what the description says FE dose boost your fire attacks for quite awhile. Also increase the damage of all your other non-fire attacks for a short while. So u might not see it in boxing because u might of used a little after the affect of the second. It may last maybe 1 or 2 non-fire attacks.
FE is supposed to do extra fire damage with every attack now, regardless of it's type. Looks like they forgot Normal pool powers though. Still, as long as App and Ppps work that's not too annoying. -
Plant/emp is a great team controller. Mine has PuGed all the way from 1 to 50 and was quite capable of soloing the incarnate arc which unlocks Alpha (fly trap is normally pretty fragile but you can keep it going pretty well vs an Eb).
It's a bit of a proc monster too, with Roots, creepers and fly trap all being good places for them.
In terms of build if youre going the Io route then +recharge is the way to go. More recharge means more buffs, more creepers and more seeds. Personally I've just frankenslotted and procced more and still love her. For incarnate I've gotten the cardiac, which affects nearly everything and will be possibly going for the Spiritual tier 3 or 4.
Because plant is so good at confusing and immobing everything healing isn't that important really, if you do things right you won't need to heal (I don't have absorb pain at all and didn't have Rez until recently, no one ever cared).
Edit : Here's my current Frankenslotted build. No real set bonuses to speak of but pretty cheap, anything expensive I got via reward rolls mostly.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
Click this DataLink to open the build!
Bryophyta: Level 50 Natural Controller
Primary Power Set: Plant Control
Secondary Power Set: Empathy
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Strangler -- Thundr-Acc/Dmg(A), HO:Endo(3), Thundr-Dmg/Rchg(3), RechRdx(5), HO:Endo(5), Dev'n-Hold%(7)
Level 1: Healing Aura -- H'zdH-Heal/Rchg(A), H'zdH-Heal(7), Dct'dW-Heal/Rchg(9), Mrcl-Heal/EndRdx(9)
Level 2: Heal Other -- H'zdH-Heal/Rchg(A), H'zdH-Heal(11), Dct'dW-Heal/Rchg(11)
Level 4: Roots -- AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(13), Det'tn-Dmg/Rchg(13), AirB'st-Dmg/Rchg(15), Posi-Dam%(15), TotHntr-Dam%(17)
Level 6: Hover -- DefBuff(A)
Level 8: Seeds of Confusion -- Bfdlng-Acc/Conf/Rchg(A), C'phny-Acc/Conf/Rchg(17), Mlais-Acc/Rchg(19), Mlais-Acc/Conf/Rchg(19), Pplx-Acc/Conf/Rchg(21), Pplx-Rchg/Conf(21)
Level 10: Hasten -- RechRdx-I(A), RechRdx(23), RechRdx(23)
Level 12: Resurrect -- RechRdx(A)
Level 14: Fly -- Flight(A)
Level 16: Assault -- EndRdx-I(A), EndRdx(25)
Level 18: Vines -- HO:Endo(A), G'Wdw-Acc/Hold/Rchg(25), RechRdx(27), RechRdx(27), EoCur-Acc/Hold/Rchg(29)
Level 20: Fortitude -- GftotA-Def/Rchg(A), Krma-Def/Rchg(29), S'dpty-Def/Rchg(31), DefBuff-I(31)
Level 22: Clear Mind -- Empty(A)
Level 24: Maneuvers -- EndRdx(A), DefBuff(31), DefBuff(33)
Level 26: Carrion Creepers -- HO:Nucle(A), TotHntr-Dam%(33), Det'tn-Dmg/Rchg(33), Posi-Dam%(34), RechRdx-I(34), ImpSwft-Dam%(34)
Level 28: Recovery Aura -- RechRdx(A), RechRdx(36), Efficacy-EndMod/Rchg(36), P'Shift-EndMod/Rchg(36)
Level 30: Vengeance -- DefBuff(A), DefBuff(37), Empty(37)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(37), EdctM'r-Acc/Dmg(39), LdyGrey-%Dam(39), Achilles-ResDeb%(39), ShldBrk-%Dam(40)
Level 35: Regeneration Aura -- RechRdx-I(A), Dct'dW-Heal/Rchg(40), H'zdH-Heal/Rchg(40), Heal-I(42)
Level 38: Adrenalin Boost -- H'zdH-Heal/Rchg(A), RechRdx(42), RechRdx-I(42), P'Shift-EndMod/Acc/Rchg(43), EndMod(43)
Level 41: Power Blast -- Ruin-Acc/Dmg/Rchg(A), Acc-I(43), Thundr-Dmg/Rchg(45), Dmg(45)
Level 44: Energy Torrent -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(45), Det'tn-Acc/Dmg(46), Det'tn-Dmg/Rchg(46), FrcFbk-Rechg%(46), ExStrk-Dam%(48)
Level 47: Power Boost -- RechRdx(A), RechRdx(48)
Level 49: Temp Invulnerability -- ResDam-I(A), ResDam-I(50), EndRdx-I(50)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod(48), EndMod(50)
Level 1: Containment
Level 4: Ninja Run
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I'll never understand the "Follow the tank" mentality. When I'm playing my Plant/Emp the tank is generally the last person I worry about, they tend to be built well enough to hold their own.
My favourite buff target is always Warshades since I know firsthand how nice Regen and Recharge buffs are on them. After that Domis, Blasters, other Buffers and Corrupters are my main buff targets. -
Quote:You also have to survive the pylon and it's attendant horde, which a bit more of a realistic measure of PvE combat compared to just say using an attackless AV in the Ae to gauge raw dps.yes, but poeple like to use the pylons because they can actually be damaged
the pylons are very easy to use for DPS testing to see if poeple could solo them without debuffs, cant do that with the practice dummies since they are lvl 35 and immune to all dmg -
Quote:Like I said before, ALL villain ATs can be considered damage first, so their role in a team is defined by that which they can do that others can't.
Why I don't think that MMs were intended as Aggro-Management? because they don't have any aggro-managing tools (ie. Taunt) in their main powersets
I've always seen it as that the job of Aggro Management in Villains was split across Masterminds (absorb the alpha with henchmen) and Brutes (maintain the aggro afterwards) with the Domi providing Crowd Control. -
I'm slightly confused as to why CC : Maneuvers is seen as as must-take for the defense it gives to the entire team but Smoke Grenade (which is flagged as unresistable) is seen as questionable. It's basically granting the team 3/4s of the bonus of Maneuvers (and can be stacked on your team with Maneuvers and Mind Link)
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Quote:I'd disagree with you but then I have (By popular vote) the least useful power in the game /Poison's Poison Trap. Taking as a whole MM's are fine but there are specific groups (Mercs/Ninja's/Zombies) that are not near the same level that Thugs/Demons are or yes Bots.
Zombies? Really? People honestly think Zombies underperform? Hahahahahaha!!!
Mercs could do with a decent buff-pass. Ninjas with a more minor one and ditto with Poison. That's about it. -
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Quote:so in other words the Queue is useless all around. Good to know.
Yep, this. It's pretty much a waste of time queuing.
If Paragon Studios had done it right, so Team and League leaders could advertise themselves as Teams looking for Members it would have been the right way to go about things.
Instead we got a new non-feature which no-one use. -
Quote:I like the direction the above suggestion is going. Make a determination if the player is a "leech" or not. Leeches get the min reward, everybody else gets something random.
I'm still struggling to figure out what "problem" the devs were solving when they introduced this. I've never heard complaints that "My Brute did 40% of the work on this 8-member tf but I get the same reward everyone else did." As mentioned earlier, there's a policing mechanism for leeches (kick button). I've never seen anyone express a desire for any more granular rewards system.
The system is very, very like a system from another MMO with little metal model ancestors hailing from Britain (except ours are instanced). They seemingly liked the system so much they decided to also copy the terrible Particpation Table that other nameless MMO uses.
Pity they didn't decide to instead copy the "Public Teams near you looking for members" rather than the crappy turnstyle system we ended up with. -
Quote:Great answer, thank you. However I'm very pressed for time (due to school schedule etc.) so i guess i'd have to stay vill side for a while till i can come back and get him over to Paragon. Now for a build >_< I hope their not too expensive.
Got one by any chance? ^_^
Go to the Brute forum, you can't move in there for SS/FA builds and threads. -
Quote:I still believe the only reason Flytraps AI got fixed, was because it got exported to Controllers for its full uselessness to become obvious w/o question. Dominators as a rule, are much less dependent on damage from their pets than Controllers are. I can only imagine slugging it out to 32 on a controller, to find flytrap before they improved it
No, the main reason Fly Traps AI got fixed was a side effect of the changes they implemented to pet AI across the board so their new Poster Child, Demons, would work properly.
It also fixed Zombies pretty nicely, and screwed up Phantasm, Robots, Mercs and Bots.
Fly Trap doesn't make that much of a difference to a Controller really, Roots and Creepers gives you fairly decent AOE damage and renders Fly Trap a bit underwhelming when you get her (although in my Plant/Emps case she's a decent enough Elite Boss tank when she's buffed up and an eye kept on her). -
Quote:Eh no. Osa does not do -dmg, it does knockdown, -run speed and -defence. It's like Freezing Rain without the -resist and possibly the recharge debuffs. Not very good. flaming oil slick is the best bit of Ta.Trick Arrow is not dependant on Oil Slick Arrow. Oil Slick Arrow's utility is not dependant on being lit on fire - its ability to be lit on fire for damage is only part of what it does (-dmg, knockdown.)
He's making a full mountain range out of an anthill. If he finds Trick Arrow completely useless other than OSA, or has nothing in his secondary to do damage (his complaint, after all, being that he cant' use OSA for damage) then his problem is *far* greater than a temp power not being available.
I agree with the core suggestion, allow origin powers in the iTrials, there's no reason not to really and it'd help my Grav/Ta. The OPs toys / pram hysterics in making the suggestion are hilarious though -
Quote:I think that's your problem right there to begin with. Don't think of it as a job.
Think of it as get in there and hit those control AND attack powers!Quote:That the problem though.
Simply outputting random damage on random mobs is less than optimal use of a controller.
Sticking them on a door and having them lock down and kill everything that comes out is a better use, but gives crappier reward?
In the last stage of the BAF Trial the best thing for my Plant/Emp to do is to dump Creepers and Seeds where the adds team are fighting and apply buffs and heals as needed to whomever needs it, then finally hitting whichever AV has higher health with my paltry attacks.
However to game the system and maximise I should be buffing only people on my team, preferrably ones fighting the adds (two of the buffs increase damage output directly or indirectly), not using creepers and spamming roots at the add swarm, using Vengeance when it's up on whomever died in order to buff myself and my team.
This seems arseways -
Quote:I noticed this with my Earth/Fire Dominator. If I just spam the AoE immobilize over and over and over I get really good rewards. My Elec/Elec Dominator.. same things really good rewards.
My Ice/Cold Defender.. teams move to fast for me to buff then with shields.. My AoE powers by and large are pet based ( Debuff, Ice storm and Blizzard ) all he gets are commons all the time and I dont have 100+ million influence (which is waaaaaaaaaaaaaay to high a number btwIMO should be like 25millon) to craft anything.
I dont even want to try my masterminds after hearing how much they are being screwed. What really saddens me is that apparently this was pointed out in the beta.
and although this has nothing to do with this at all. The raid content on my older PC is super super laggy. I am playing now with minimum settings and its still slow. CoH has finally made it hard for me to place on my old PC. I can play regylar content fine. But this new stuff with all the blasts and buffs is brutal on my PC.
Sadly a large chunk of this is actually server-side with the old "Icons appearing recharged when they actually aren't". Which to my mind isn't really acceptable. If your new content is designed around 24 person content then realistically it should actually work properly and not cause too much work for the servers where you run the content. -
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Quote:I disagree, as you're not slotting it in Mezmerise you're slotting it across the board. Most would choose not to slot a sleep for damage over time procs if those IOs existed, but they'd be plenty popular in other attacks. Why should you have to avoid reactive if you enjoy using Mezmerise/Flash Freeze/Siren's Song to do what the powers say they do?
Having said that, the extra damage vs the usefulness of the sleep is another matter, and I'd pick damage every time on a team.
That's the thing, you can switch it out depending on the team make-up, so if you want to focus on Control more you can switch to something like the -ToHit interface instead. If you want to focus on damage you can go with the DoT. Unlike IOs you don't slot it once and then forget about it forevermore. -
Quote:That's the way I've been treating it anyway, incarnate powers from super-happy-fun-well, all the other powers come from whatever concept I used on the character and generally have nothing to do with the Well.I may be a little behind the power-curve on this, but it dawned on me at work that Pandoras box gave the world superpowers, but the Well gave Cole and Rictor the added incarnate boost. This could mean that our original powers may have nothing to do with the Well, leaving the field open for further expansion of the lore beyond the Well.
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Quote:The click point is no longer on the ground. It's the floaty diamond thingy in the middle of the portal itself, about chest height.Has anyone else had an issue with the Ouro portal lately? None of my toons can use their portals. I can activate it, but then cannot click on it, nor anyone else's.
I have reported in game, but just have a generic reply from support. Figured I'd ask here.
Thanks all.
This was done to stop people griefing on the ground mission entrances.