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Quote:In the specific case of Mind Controllers/Domis they get Terrify, the AOE sleepie-nighty-snoozey-snooze and the Telekinises thingy as well. But yes, I did read "hold as well as" as "control as well as".I used a second aoe control, of a comparable level, in Mass Confusion vs Aura of Confusion.
Beyond outliers like Seeds of Confusion, the only other mez powers common across controller sets are Sleep (which are not usually a main source of aoe control except for in Electric Control or a few very specific situations like LRSF), or Disorient (Fire, Earth, and Grav), which you are correct about Forts not having an easy comparison to, since their aoe stun is on a fairly long timer (360 seconds), though the fact that it doubles as an Extreme damage pbaoe with a 25ft radius makes up for a lot though I admit that's not a control factor.
I don't believe the OP said they control as well as Doms or Controllers. He said:
Quote:Important to note that 'feel as powerful' is not 'control as well'. The fact is, there is a threshhold for how much control is necessary to neuter an enemy, and beyond that having the necessary mitigation to apply that control readily, and enough damage to destroy the enemy while those controls are applied. Generally speaking, a Fortunata has more built in mitigation than most dominators, far more damage than most controllers, and enough control to get the job done. It is very easy to see why such a character (ST mez/damage, AoE mez/damage, high defenses, stealth, team buffs, etc) would feel more powerful.
It was more the idea that they hold as well as the Control primaries as well as Blasting as well as Blasters that I was taking a slight issue with (they do have defenses some of my meleers are jealous of though, I don't Set IO too much and my Fort is basically softcapped when Mindlink is up and a Purple Insp away from it when it isn't, which is glorious. Her Widow alterate is at between 40% and 45% all the time).
Forts are absolute beasts, but I just felt the OP was overgilding the lily a tad is all.
Mind you my Warshade is a beast as well and I find the playstyle a bit more exciting (and more reliable, my Fort can get eaten alive by some things which cause cascading Defense failure). -
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Quote:Except of course a Controller / Domis main source of Aoe control doesn't tend to be the aoe hold at all, its the other Aoe mez they get, which was my point. Domis and controllers get another option, which typically recharge in 60 or 90 seconds which Forts lack.That's not really the case. Controller & Dominator Mass Confusion and Total Domination recharge in 240s, same as Fortunata's Aura of Confusion and Total Domination.
Aura of Confusion is 26 seconds, unenhanced. Dominator (before Domination) is 29 seconds, Controller is 37 seconds. All of which is mostly irrelevant because after enhancement the duration is really just 'long enough to decimate the spawn' at that point.
Dominator (before Domination) duration for Total Domination is 11.9 seconds, Controller is 14.9 seconds, while Widow Total Domination is 10.73 seconds. I believe Domination adds 50% so assuming Permadom, Doms and Trollers are about on par. Still, 11 seconds vs 14 is not a _huge_ difference.
I'm not trying to make the case that Forts can replace controllers/dominators, but the argument that the recharge/duration of their AoE controls isn't up to snuff ranges from simply untrue to true but misleading.
I wasn't saying a Fort has rubbish aoe control, i was refusing the OPs claim that Forts control just as well as Domis or controllers. they don't. -
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Quote:Well not really. More "Attack like a Corrupter without Scourge, hold like a Blaster". I'll give you the defense thing though.
Attack like a blaster, hold like a controller, defense which makes some melee toons cry... This is EPIC. Kheldians, I am so sorry, but somebody had to be the test rats for Epic toons. We thank you for that, and the Deity of CoH gave us VEATS.
Forts control is nice, but given the fact they don't have the sort of relatively quick to recharge AOE control that Controllers and Domis get in one shape or another coupled with the relatively low durations compared to Controllers and Domis they don't match up, from a pure Control point of view.
The fact they can do some control, have excellent defenses and attack pretty well, all combined, does indeed make them awesome though. -
Erm, doesn't this basically describe everything the developers do? There's always going to be a larger or smaller subsection of people who aren't interested in a specific piece of content the developers add.
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My Elec/NRG is a decent all-rounder and pretty melee friendly. Power Push is, as Vids says, decent for melee now because you can chain a melee attack to follow it up, and Whirling Hands is no longer dirt.
This lets you Power Push something nasty away and while they're flying through the air do Total Focus pretty safely without worrying about being smashed to bits mid-animation. I find myself doing Bone Smasher > PP > Total Focus > and then a following salvo of Blasts to finish the enemy off, the strong melee and single target ranged chains let you flip from one to the other happily.
It wouldn't be as melee orientated as Elec/Earth (Seismic Smash is easily the best melee attack available to Domis) but it's a solid meleer.
I've started an Ice/Thorns which is interesting as well. Lots of melee-friendly AOE early on (Thorns cone is great at short ranges) and coupled with Arctic Air you cause mayhem at melee range. -
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Quote:In the case of set IOs slotted into pets or pseudo-pets any Acc (or Damage or End Reduction or whatever) comes from the set will only affect powers the pet/pseudopet has which could take that Set IO.Unless i'm missing something...there is no tag-specific ACC in the game. I.E. no +accuracy for just AOE, ranged, melee...it's just plain accuracy. Slow is a totally different animal with different slot needs, and all the accuracy in the world won't buff that.
So if you slot an Accurate Defense Debuff IO into Fly Trap the Acc won't actually apply to it's Roots attack. -
Quote:Pretty sure Sonics -resist is the same across the board./sonic does -ress mostly on lethal damage. So anything that does the kind of damage the /sonic does -ress too is a good primary.
I made a Dual Pistol/sonic myself. Havent played him in a few though.
Plus this is the Controller forums so DP is probably out.
I'd agree with you Scarlet, Sonic is bland, bland, bland. Ultimate Power is an Earthquake clone, the aura -resist is 3/4s the power that of Freezing Rain or Sleet (and they're flat out placables so you don't need an ally/pet to use them).
Even Trick Arrow has neat tricks, like being able to flambe everything in a huge area and having a very powerful AOE Hold as the level 38 power.
Very few powers in Sonic jump out as "Look forward to" powers really. -
Quote:I wouldn't rank it one of the top control sets for raw control, but what Necrotech says here is true, basically you're trading the sort of control Earth or Mind has for ranged AOE damage. Roots does twice the AOE damage of any other AOE immob, Creepers can end up doing nice damage too when summoned into a big spawn and Seeds also works as an AOE damage power, sorta.seeds is a good alpha attack power to open up into a mob, but carrion creepers and the aoe immob combined will do great dmg and with the fly trap there too, its just a mass of dmg
plant is prolly one of the top control sets IMO
i would frankenslot carrion creepers with rech to have it up as much as possible, the patch will follow you, but its very slow
Fly Trap isn't the greatest pet in the world but it does have a fair spread of AOE abilities too to add to the mix, and will take Achilles Heel PROCs which will affect the Cone and Single target darts and the bite attack, but not the AOE immob. -
I didn't even manage to log on. Just didn't feel the urge too.
I did teach my 3 year old how to play LittleBigPlanet and Flower on the PS3 though. -
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Quote:^This. I've always said that the job of "tanking" redside was spread out. Masterminds are be good at triggering / absorbing the alpha (originally by using a pet or pets first, but also with BG mode when it got added), Brutes and Domis are good at then controlling the aggro once combat gets going.You think you can simply say "Wrong" and that be that? How about some evidence to back up your theory?
Say, perhaps the fact that MMs were designed without bodyguard mode.
Or maybe that none of their attacks carry any value of taunt.
I'm sorry, but you're the wrong one here. There are no "tanks" of redside. Make all the hollow comparisons to blueside ATs you want, but redside was designed around sharing aggro.
Even that is a generalization though, there's plenty of leeway in the way the redside ATs work (which is why I like them so much). -
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Quote:Yeah the Police Drones radio call is basically THE 'background police radio noise', I've heard it in any game involving cops and in just about every American Cop show going.
Weird one I heard was I swear I've heard the 'doom doors' noise on so many programs.
Edit: was searching while posting but apparently the noise the doors made in Doom actually has its own trope page...and is now an incredibly common sound effect.
Yep, I was going to post this too.
My wife always looks at me oddly every time I exclaim "Doom Door" at the TV, for some reason. -
Grav/TA controller, an intergalactic bounty hunter. So rare I ended up writing a guide to them as well. A fun combo too, very tactical but does tend to get slightly lost on high end steamroller teams.
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Quote:Isn't the Red Dwarf Tribute Scientist up there working for Arachnos? The guy with a working inter-dimensional portal he somehow got working in some old temple ruins.A ferry doesn't really make any sense for the north end of Nerva. Ferries run between established civilized areas - the north end of Nerva is anything but an "established civilized" area.
It might make sense for one of the black helicopters to run up to the south end of Primeva as an Arachnos beachhead, but anything much farther north than that doesn't fit for what's meant to be an "outback" area. -
Supposedly it's not an Afraid / Avoid aura but it happens just as frequently as it used to back in i5/6 with my Fire Tanker (except they don't change their minds 2 seconds later and run back at you thanks to your Taunt Aura).
It's meant to be morale breaking but I'm not exactly convinced, it *looks* like a standard Afraid/Avoid reaction to me.
The only good thing is that since the damage is frontloaded now it matters less. I wouldn't be farming with it though. -
Quote:Possibly, makes sense if that's what they did at 27/28 as well (since the penalty at 32 is only -10% rather than -20 per SO).Wants to stack them with his existing 30+'s to make 36's?
I actively dislike the "Combine" dialogue popping up for everything I reslot so I try and avoid it by slotting at 27/32/37. -
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Quote:Blazing Aura, on a Scrapper, does not Taunt. Burn will actively scare things away on a Scrapper.I dont think mobs would run. In ambush farms the mob actually hones in on you and will even stay by someone even after they died. And i think Blazing Aura might still taunt, not 100% sure though.
And without useing a lot of purple insp Spine/fire is much more squishy than a /fire brute due to the lower res cap. And you do have a long *** animation from Spine burst.
But honestly its too close to call i think, it would need to be actually tested out imo.
Of course Spines is probably the best set for dealing with that sort of running, Slows as secondary effects and Quills taunting them back.