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Posts
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That shouldn't neutralize the -KB, though. In fact, it should bolster it.
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I'm well aware of how Stealth works in the game. I have an Illusion/* Controller and a */Ninjitsu Stalker, both at 50.
My rationale is that Sprint is always with you, even when you exemp down below 6 / 14 (depending on your Vet status). Also, you can use both Sprint and SS at the same time, and all you need to do is tap the power the +Stealth IO is in to trigger it for the next two minutes.
Also, unless something changed recently, I don't think you can enhance -Recharge Debuffs. You can enhance Slows, but that only does the movement aspect--not the -Recharge. It's unfortunate. -
Sometimes, you have to carefully consider your choices. Mids seems to lead people... well, a bit astray, really.
For example, Snow Storm doesn't need Accuracy at all. It's automatic, so the Acc/* Tempered Readiness is something of a waste. Similarly, it Recharges in a reasonable amount of time (10 seconds), so the */Recharge is also something of a waste. I understand why you put those in there--to get the 1.5% Recovery Set Bonus. But you really have to ask yourself, "Is that worth it?" If you'd put one EndReduction SO somewhere else, you're probably making up that difference and freeing up a slot to put somewhere else, too.
In addition, Tornado is auto-hit as well, and can not actually benefit from Accuracy at all. You want to maximize three things with it: Damage (first), Recharge (it's slow to recharge), and Endurance Reduction (it's expensive), in that order. If you can control it, it's a damage beast. I'm not sure Commanding Presence can do that--eyeballing what you've got slotted suggests another scheme might be better.
Similarly, Stamina doesn't use Accuracy, Recharge, or EndReduction. I understand you're doing that for the global 2.5% Recovery and 2.5% Damage, but you could simply three-slot Stamina and free up three slots to put in other powers, possibly netting yourself much, much more effect. Personally, I'd just do Performance Shifter-EndMod, Efficacy Adaptor-EndMod and one from either of those sets (or even just go common IOs). Maybe add Performance Shifter-Chance for Endurance (judgment call there).
The Celerity-Stealth in Superspeed may be misplaced. SS already has its own -Threat and +Stealth Radius. I'd probably put that in Sprint, though that's a matter of taste, really. You don't need EndReduction in Sprint, though. It's just not that costly. -
Except if you don't use your controls, you don't get Containment's double damage. Sure, you can use your AOE Immobilize for that if you really want to, but... why? When you could use an AOE hard control instead, and save yourself needing to focus on defense?
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Actually, an "apologist" can be an "apologist for" someone else, too. It's not necessarily self-referential; in fact, according to Random House, it refers to a belief or an idea, not a person. It'd be correct to say that John Milton was an apologist for Oliver Cromwell's Glorious Revolution, for example. It'd be equally correct to say he was an advocate for it.
You are, however, correct in the overall idea--"apologist", contrary to popular belief, does not mean someone who apologizes for something, in the sense that the thing being defended is necessarily wrong, incorrect, or broken. -
An aside, but the EndMod Set IOs (Performance Shifter and the other one) really seem to have been designed with Short Circuit, Power Sink, Drain Psyche, and/or Consume in mind, not Stamina. Stamina only benefits from the EndMod part of those IOs, not from Recharge or Accuracy or any other aspect (except the Proc).
Also, it seems to me that 2-slotting and adding the Proc is not nearly as beneficial as simply 3-slotting Stamina for EndMod. I don't like leaving myself at the mercy of the RNG if I don't have to. -
It always works for me, and I've been doing it on teams for a very, very long time.
Roots has an Accuracy Modifier of 0.9, so if you haven't slotted it appropriately for Accuracy, it's generally going to miss (67.5% chance to hit even-level foes unslotted).
The -Knockback is 100%, provided the power hits, and it lasts 12 seconds against an even-level foe. -
First off, not all Corruptors are */Kinetics.
Second, a Blaster with a "true nuke" can wipe a spawn off the map, and if they've got a blue and/or Power Sink, Drain Psyche, Consume, or Conserve Power, they can be back in action in another 3 seconds, continuing to do damage.
Blasters' Damage Scale is also higher than Corruptors', at 1.125 vs. 0.75 Ranged, and 1.00 vs. 0.75 Melee, meaning that a Blaster is still going to do more actual damage than a Corruptor who's using the same power. Also, note that Corruptors don't have access to Build-Up, and their version of Aim does +42.5% Damage, vs. a Blaster's Aim at +62.5% Damage.
Let me demonstrate.
Zapp (Electrical Blast) in the hands of a Blaster does 172.67 base damage at level 50.
Zapp (Electrical Blast) in the hands of a Corruptor does 115.11 base damage at level 50.
At the base, there's a 57.56 Damage difference in favor of the Blaster, although if the Corruptor Scourges, she or he would be in the lead by 57.56 Damage (funny how that worked out).
Let's assume they've each slotted with three Damage SOs (+96.5%):
Blaster Zapp (3 Damage SOs): 339.30 Damage
Corruptor Zapp (3 Damage SOs): 226.19 Damage
At this point, there's a 113.11 damage difference. It's only going to get worse. Of course, Scourge would make up that difference, if the foe is below 50% Health.
Let's assume the three Damage SOs and that the Corruptor uses Tar Patch or some other -30% Damage Resistance Debuff:
Blaster Zapp (3 Damage SOs): 339.30 Damage
Corruptor Zapp (3 Damage SOs + Tar Patch): 294.05 Damage
The Corruptor is still trailing by 45.25 Damage, though that can be made up with Scourge.
Let's assume the Blaster has three Damage SOs (+96.5% Damage) and uses both Aim (+62.5%) and Build-Up (+100% Damage). The Corruptor doesn't have Build-Up, but she or he does have Aim (+42.5% Damage).
Blaster Zapp (3 Damage SOs + Aim + Build-Up): 619.89 Damage
Corruptor Zapp (3 Damage SOs + Aim): 275.11 Damage
Things aren't looking so good for the Corruptor at this point. She or he is behind by 344.78 Damage. Even Scourging the entire amount for double won't catch up to the Blaster, and this isn't including Defiance.
Let's assume all of the above, but the Corruptor uses Tar Patch or another -30% Damage Resistance Debuff.
Blaster Zapp (3 Damage SOs + Aim + Build-Up): 619.89 Damage
Corruptor Zapp (3 Damage SOs + Aim + Tar Patch): 357.64 Damage
Again, the Blaster leads by 262.24 Damage, though the Corruptor could get lucky and Scourge, taking the lead.
Now let's look at each at the Damage Cap (500%):
Blaster Zapp (500%): 863.35 Damage
Corruptor Zapp (500%): 575.55 Damage
Again, the Blaster's still ahead, now by 287.8 Damage. Scourge will make that up, provided it actually triggers, putting the Corruptor in the lead by 287.75 Damage.
Also, note that the Corruptor at the Damage Cap isn't doing as much damage as the Blaster using 3 SOs + Aim + Build-Up:
Blaster Zapp (3 SOs + Aim + Build-Up): 619.89 Damage
Corruptor Zapp (Damage Cap 500%): 575.55 Damage
Again, the Blaster's ahead by 44.34 Damage, under his own power, and that's without Defiance 2.0 added into the mix. Again, Scourge will make up that difference and more, if it triggers.
Also, as I said before, */Kinetics aren't the only Corruptors out there. A */Kinetics Corruptor can get himself or herself to the Damage Cap under his or her own power fairly easily, but the others are generally going to struggle to even get close to it.
In fact, you might note that a Blaster just using three Damage SOs out-damages a Corruptor using three Damage SOs and Aim:
Blaster Zapp (3 Damage SOs): 339.30 Damage
Corruptor (3 Damage SOs + Aim): 275.11 Damage
In this case, the Blaster--not doing anything and not including Defiance 2.0--is ahead by 64.19 Damage. Again, Scourge would catch up the difference (and more), if the RNG is being kind.
Granted, most Corruptor secondaries have a Foe -Resistance Debuff power at around 15-30% or so, and that also contributes to actual damage done, and Corruptors do add more to a team than just damage.
However, for them to get on par with Blasters in terms of personal damage, they tend to have to either get lucky with the RNG and Scourge, or pull out all the stops. -
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I have a Gravity / Force Field Controller with Maneuvers and Power Boost. I can pop team defense to around +35% on a whim.
People still die in droves. Bad builds. Bad play. People who've PL'ed through the same easy AE arc over and over, fighting the same lame custom mobs who really don't throw anything challenging at them all of a sudden encountering Sappers for the first time.
I was on a PUG last weekend--as an Invulnerability Tanker fighting Devouring Earth--and the team's Defender kept surging ahead, getting aggro, and dying, even after I said "If you're not a tank and not invisible, you should not be in front of me." You just can't prevent stupid. -
To be fair, I not only looked at it, I wrote it. I would have taken it and answered it, probably with something along the lines of, "Oh, yeah, that is kind of an oversight, isn't it?"
As I said, I think a lot of what goes on on these boards with posting builds before you're even out of Outbreak/Breakout is kind of useless. I have a few principles I always go by (Swift/Hurdle at 14 or before, Travel Power ASAP, Health at 18 or before, Stamina at 20), but otherwise, I play every build by ear, gauging what the sets need as I go along. I have rough sketches of what I intend to do, but sometimes I find those change--sometimes radically--based on in-game experience.
I don't even slot IOs until 35 (before that, regular SOs are usually equivalent or better, and cheaper), which means a build with Set IOs isn't going to be that useful to me for most of my character's career. -
Actually, Targeting Drone has such a substantial +ToHit bonus, */Devices Blasters can get away with slotting less Accuracy than other Blasters, freeing up a slot for something else, like Recharge or Endurance Reduction. It's not a "Wow!" like Build-Up, but it's a constant advantage.
Caltrops, Taser, Gun Drone, and even Smoke Grenade have uses on groups. -
I know, I know. I've just been really quiet lately. I'd say I've been busy, but that'd be a lie.
I usually don't use Set IOs unless they're going to fit the powers and slotting I'm choosing anyway.
I actually don't use Seeds of Confusion that often, so I don't need Recharge on it. When I do want to use it, I want it to hit as many targets as possible. Right now, I have it slotted 2 ACC / 3 Confuse / 1 Range.
Creepers is just a mess. -
Play what you enjoy.
If other people think it's "subpar", tell 'em to sod off. -
Okay, well, some advice, then. First, don't plan the whole build with IOs from the start. Play things by ear and by necessity.
Gale does a tiny amount of damage. Slotting it for damage is dubious, at best.
Lightning Storm is one of Storm's critical powers. Skipping it, especially in favor of Leadership, seems a little odd.
Steamy Mist gives a paltry amount of +Defense, so slotting it for that isn't going to net much by way of returns. It grants fairly substantial +Resistance but only to Fire, Cold, and Energy damage. That's worth slotting, but six-slotting it is a waste. Frankly, I'd just "frankenslot" that one for two Resistance/Endurance Reduction IOs and one Resistance IO and leave it at that, unless you're going for some Set IO thing (though I'm always prejudiced against contorting a build for Set IO benefits).
Also, calling long-standing players here "trolls" (or any other name) won't get you very far on these boards, particularly when we ARE giving you advice. -
Quote:Argentae, if you slot a cone-based power for Range, it extends the reach of the cone. On wider cones--like Seeds of Confusion at 60 degrees and 50' range--this can be very, very effective.One of the things that takes awhile between spawns is positioning for Seeds... I'm strongly considering picking up Hover and switching to Swift vs Hurdle as highspeed Hover was always the best combat movement for my Grav/Storm and I imagine it would work even better with Seeds.
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You're Storm and you fully slotted Gale for Damage (?!) but skipped Lightning Storm completely?
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I could be completely wrong, but Bonfire creates a pet, and, last time I checked, +Recharge does not affect pets in any way whatsoever. Procs affect the pets the proc is slotted in, not its user, so a +Recharge proc in a power that summons a pet is probably useless.
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I took it fairly late in my build. There are other priorities that should take precedence over Thunder Clap. However, it's still good to have on a team for greater AOE control when Vines is down and things aren't so dangerous that you would want to use Seeds of Confusion.
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TeChameleon, I've been around. Mostly just playing the damn game, instead of City of Theory.
Mostly, I just haven't had a lot to say. I know, weird, huh?
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Yeah, I remember when we caught that. Seems like it hasn't been fixed yet.
I have a Plant/Storm at 50. No IO sets, though some Procs. Played and slotted correctly, it should be heavy on control and a very violent damage set (as in, people will notice).
I know the "conventional wisdom" of PUGs is to ignore Tornado, but a Plant/* Controller can ignore that advice with impunity. Entangle, Roots, and Carrion Creepers all apply a -Knockback Debuff that will prevent unwanted KBs. Similarly, the Giant Fly Trap also does Entangle (and seems to prefer the power), adding another source of -KB. This means you should slot Tornado up with as much damage as possible and feel free to unleash it, even if the Tank yells at you. Keep it under control, and you can prove to a PUG that Tornado is a meat-grinder, not a mob-scatterer.
Any Controller who skips the AOE Hold in favor of Tough/Weave is a fool. Period. Sorry, but it's true. The AOE Holds are worth considerably more than the paltry amount of +Resistance and +Defense given by the Power Pool Powers, and they don't cost you three power slots and an extra power pool choice. You're a Controller. Rely on your control powers for defense. You won't need either +Resistance or +Defense if you're doing your job correctly.
Similarly, a */Storm Controller ignores Thunder Clap at her or his own peril. It's another AOE control power, on top of the ones given in your primary. It's got a relatively quick recharge time and a decent duration. Sure, it's minions-only, but sometimes, that's what you need.
Also, to address the complaint that the AOE Holds rarely hit--it pays to understand how the Accuracy Modifiers in the game work. Most AOE controls have an Accuracy Modifier of 0.8 (compared to your average power's 1.0). They're going to miss most of the time, and you're going to need to slot them for Accuracy more than you'd like. I always slot mine with three ACC (or the equivalent) because if I'm reaching for a 0.8 Accuracy Modifier AOE Control, I want it to hit everything it can. -
Seriously, I need to start promoting Aim very, very loudly.
I've run into several Blasters on PUGs who've basically self-gimped because they think Aim just adds accuracy.
Aim: +37.5% ToHit, +62.5% Damage for Blasters. What's not to love? -
Tesla Cage is a better Hold than Shocking Bolt, if only because it applies a 100% -Recovery Debuff every time. Shocking Bolt does some more damage, but it's not enough to make a difference unless you get Damage/Mezz HOs in there.
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It's really a matter of the limits of the MA itself.
Given my preference, Doug would fall right in front of your eyes, but I can't figure out how to make that happen with the tools we have available. I'd also like to do the last mission sepia-toned like the Ouroboros mission, to suggest that this has already happened, but again, limitation of the tools we have.
The "silent mission" idea may just have to be scrapped. Too many people aren't catching it, and I don't want to have to announce that's the idea, because that seems like it'd be too much authorial voice interjecting. It's funny, because the concept of that mission is what drove me to write the entire arc in the first place.
I tweaked von Brunn so he has his own description. I hope it comes through--I had to use a Random Boss for him, because there are no Council Bosses that span the entire level range of the mission (except a Warwolf, which would be wholly inappropriate). I also reconfigured it so you only have to beat him. I figured out what the problem there was--he wasn't always placed in the final room, so he wasn't the "final boss". Easily and quickly fixed.
Just a sidenote about the second mission: It turns out that the map is so small, the PPD/Hellion Battle (which produces the dialogue you heard) spawns on mission entry and you're close enough to "hear" them. The Hellions are considerably more powerful than the PPD, so by the time you actually reach them, the PPD have been defeated and their bodies despawned. This was not intentional on my part, but I thought it worked out well to cement the sense of urgency required by that mission.
You're right about "over-clueing"; I've been trying to figure out how to rewrite those, or just lump them together somehow to reduce the "clue spam" the arc produces. That might actually help focus things in the last mission.