Enantiodromos

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  1. I'll have to read that in more detail, esp. phase II and III, but just as an initial comment, I think I agree with phase I, except that I (again) see doing something different with Dim Shift.

    I think it's important to recognize the power fulfills roughly the same function as sleeps, smoke, and group invis-- these powers are good for preventing aggro from happening (for a period of time), but can't really be used for mitigation at ground zero of a fight.

    It's that intent I assume goes into DS, and my thoughts on revamping it start with 1) trying to conform to that role, but also 2) recognizing grav needs some help, not only rescue it from playing that role especially poorly, but let it play that role especially well.
  2. Were I the uberdeveloper, here's what I would do with Gravity to make it relevant.

    1. Dimension Shift: Take Aggro out of this power, add full invisibility for Mobs hit by it (so that they are untargetable!), and apply the cosmetic opaqueness as an autohit. Reduce base intang to mag 2 (remember this is enhanceable... or at least, it was once. Still is, right?), possibly reduce accuracy to .8 and increase radius to 30'.

    2. Give Propel a shorter whatever-it-is (cast? activation?) time, much as was done with Jump Kick.

    3. Set Lift equivalent to Levitate.


    Grav goes from having the worst of the aggro-management (think sleeps, -Per) powers to having the best without stepping (much) outside the bounds of that functional category, and gets better at what the power choices would lead you to believe it should be good at (ST damage) early. Latebloomingness & general gimp of Grav alleviated without making it generic.
  3. Quote:
    Originally Posted by Peacemoon View Post
    Come on Enantiodromos, you litter this forum with how Mind Control sucks and now you start on poor defenceless Gravity, is there any set you do like?

    Ok well atleast Gravity is actually a bad set (see sig) but the the Mind Control stuff was just boring and wrong. So now I'm not sure if Grav/Sonic is a bad combo or you are just playing it incorrectly.
    Back to that important distinction: stated preference vs revealed preference:

    Stated Preference:
    Enant complains endlessly about Mind and Gravity (What I really do is try not to let unrealistic comparisions go, and I'm not afraid to say that some sets are better at X, and others at Y, nor that X is objectively much more the point of the game than Y. This thread is probably unique in 5 years for just openly complaining about a set or combo.)

    Revealed Preference:
    Enant never complains about Earth or Illusion. Yet never plays them. By a square root of summation of squares of levels, my experience with controllers is something like this:

    Mind/ 88.2
    Plant/ 67.9
    Fire/ 51.9
    Gravity/ 43.4
    Ice/ 40.5

    /Rad 74.8
    /Storm 73.1
    /Empathy 57.8
    /Kin 51.9
    /Sonic 38.0
    /TA 14.0

    So you know, in my book, Gravity somehow beats Earth, Illusion, and Ice. And Empathy beats Kinetics! Go figure.
  4. Okay, so. Usually I err on the side of cautious pessemism resigned to the status quo, at least re: any build I play. Here I unleash my inner whine.

    Gravity Sonic. Made 38 tonight.

    Can I just say? What an abjectly sucky combo, on the back of two abjectly sucky powersets. Which bothers me mostly because, along with hover and TP, the toon ("Orbital Resonance" an alien satellite given sentience and humanoid form) is probably the coolest LOOKING thing, powers all fired up, I have in the game.

    What can he do? Yeah, sure, he can pyew-pyew some marginal damage and mez resistance onto a team. And teleport some foes now and then. And I can probably add vengeance to his assault and tactics, because people still die around him plenty. With lightning reflexes and a little luck, I might occasionally get to hurl a giant wad of pink insulation at contained, sonic siphoned boss BEFORE somebody else defeats him.

    So awesome.

    I am keeping him around because:

    1. Again, he looks cool.

    2. I keep thinking there's always a chance that someday they'll get around to looking at what sets are really gimp, again, and subsequently some issue will have a buff simultaneously to Gravity AND Sonic, and suddenly he'll be POW!

    3. I also miss the house I grew up in, and women don't like me.

    No, I'm not going to shoot anybody-- that last part was a joke. So's Gravity/Sonic. Guh.
  5. If you're making a new Mind, considering what you have available left, actually I still would recommend Mind/Emp, because it has serious synergy for *small* team play.

    Seriously build toward and attempt to play on four-man teams with yourself and three blasters. Ignore your healz and rez. Take (and slot where necessary) Dom, Mes, Lev, Confuse, Fortitude (max rechg), Clear Mind, Rec Aura, Assault, Tactics, and the Stamina sequence. Use dom, mes, and lev as a blast/'troll combo, and confuse as a second, surgical control tool, opening fights with bosses by applying confuse twice (max it's rech too). Later add Vengeance, Hasten, Superspeed. Top off in the 30+ game with area controls and other awesome Empathy powers, e.g., adrenaline boost.

    Solo up through 4-man teams, especially up to L32, well balanced, safe, and aggressive.
  6. Enantiodromos

    Levitate vs Lift

    Quote:
    Originally Posted by Psyonico View Post
    you're making me laugh...

    Mind has a few things going for it.

    1. best ST DPS
    2. Most control options

    Don't even try to get into the whole plant > Mind thing... it's not. Mind is far superior in terms of control.
    Did you note the person you're quoting points out that Mind IS left with soloing ability?

    I trust you're aware that spawn size scales to team size?

    I trust you're aware that what distinguishes ST DPS from AOE DPS is that the latter's power scales directly with spawn size, wheras the former does not? And that the game caters overwhelmingly to team play, wherein spawns then are very large? And ST Dmg is drowned out by all those AoEs taking x8 to x10 damage output multiplers because there're 8 or 10 mobs present?

    And Plant doesn't toast Mind into ignominity. It toasts it into oblivion. The comparison:

    Seeds, Roots, Entangle, Giant Fly Trap, Carrion Creepers, Spirit Tree
    Vs
    Mass Confusion, TK, Mesmerize, Levitate, Terrify, and Confuse...

    That's four 5-star powers, a 4-star, and a throwaway, vs one 5-star power, four 3-stars, and a 2-star.

    And no, it's not the ability to lock down spawns with X bosses in X+1 applications of two powers (MC + Confuse), vs the ability to lock down spawns with X bosses in X+2 applications of two powers. (Seeds + Strangler). Unless one's really soloing (which has been acknowledged a specialty of Mind), this emphasis on instant lockdown of ALL bosses is unwarranted. Not to mention that that comparison misses the fact that [MC+Confuse] is going to be availabel half as often as [Seeds + Strangler].
  7. Among Grav, Earth, and Ice, (I've not played Earth, but still) the one I'd least like to miss out on is Ice. Among Sonic, Empathy, TA, and Thermal, (I've not played TA or Thermal), I'm not sure which I would prefer overall. Almost any of your 12 possible combos are going to be MUCH more defensive in nature than your first four. Gravity the least so, I suppose, but that may be something to do with gravity not being so strong. I really don't pay a lot of attention to thermal, but I get the impression it's defensive and practical.

    I think in the end I might pick Ice/thermal or Ice/Sonic, and make sure to find big teams to run on. Also noteworthy: if you find that you do 4-man teams a lot and never play teams any bigger than that, Empathy would be worth a look, maybe even Grav/Emp. I have a grav/sonic at 35 who's OK solo and team, but not exactly ubar (he looks cool as hell though!). I tried Ice/TA for 14 levels, couldn't really get into it.

    If you WERE going to repeat a secondary, you really ought to take another look at Kin. Earth/Kin particularly-- still a set that you'd want to play with a team, but potentially pretty awesome. In fact I'm tempted to go make one right now.
  8. You're not missing anything, PvP's ridiclously broken, just like everybody always knew it would be, and insoluably so. It's still occasionally fun to just go goof around in there, if you don't care what happens.
  9. Quote:
    Originally Posted by Obitus View Post
    /necropost

    Bravo. A blow to the great equivocators on this forum and on forums everywhere -- lamentably a non-mortal blow, but an unusually well-crafted one.

    Everything is not always relative. All opinions are not equally valid simply because we all have an equal right to hold them. Debating the literal meaning of a question when the intention behind it is staring you in the face is not a useful exercise; in fact, if anything, it is precisely the widespread habit of our forum-goers to grind into dust every ephemeral and irrelevant issue that drives new people away from our little community, here.

    Somewhere along the line, we all of us -- here in the forum, and out in the wider western world -- have become mealy mouthed dimwits, qualifying everything we say, parsing to the merest syllable everything anyone else says, very nearly to the point at which all is incoherent. Our language, our very thoughts are under the assault from the remarkably (and ironically) monolithic movement of relativism.

    So thank you. My only regret is that we can't post a context-appropriate version of your guide in every internet forum, in the offices of every media outlet.

    /necropost
    Thanks!

    It may or may not be limited to the western world, but a lot of it can be pinned on wealth and the luxury of being able to pretend all things are true, even the contradictory ones 9_6.

    Since writing this guide I've taken more and more to saying things like: "When two people disagree, it means at least one of them is wrong," as well as "People deserve compassion. Beliefs, criticism. They're NEVER the same thing."

    I feel as though a lot of time gets spent even today, on the forums, raking over "yes, but somebody likes it," when the salient conversataion is "how well does this work [among the finite alternatives]?"
  10. Quote:
    Originally Posted by Klatteja View Post
    Very informative replies, all, and just the sort of detail I was after. I've decided that, while I may take up Mind Control and Storm Summoning in future characters, it won't be the same character. I will continue to examine my choices whilst my brain produces another concept idea from the back-burner. Thanks very much for all your help!
    Yeah, you know, even special problems like the one with Mind/Storm rarely prevent me from playing to an interesting concept-- nor do special advantages coax me into playing things for which I LACK a good concept (I've never played illusion, nor the old standbys of fire/kin and fire/rad). It's not like Mind/Storm would be torture, if you have a good concept.

    Meanwhile, nevermind my conversation with Psyonico.

    Quote:
    Originally Posted by Psyonico View Post
    Now, I have no issue with someone raising a point and then backing it, however, my comment about AoE Containment damage was based on everything that prior to my post.
    Except, your comment that mentions AoE containment is just a spurious analysis of MY "entire argument," elucidating your stated thesis: "Enan's wrong. :P"

    I take your silence re: what I actually said, as your retraction of this remark.

    Quote:
    Hurricane/Gale are, to a Mind/Storm, as important as Freezing Rain/Tornado is to a Fire/Storm.

    While a Mind/Storm can't harness AoE containment as well, it can use KB/Repel more effectively because of the lack of -kb, what this means is that spread out groups/multiple spawns can be quickly and efficiently packed together where more significant AoEers (see: Blasters) can tear the enemies to shreads. While there aren't any numbers to back it up, I wouldn't be surprised if a good Mind/Storm and Blaster combo would produce similar results as a good Fire/Storm and Blaster combo in terms of defeat speed.
    Herdicaning is, more often than not, prohibitively time-consuming, and there's nothing preventing a fire/storm from using not only hurricane (which the -kb immobs actually improve by making it steadier, just the repel w/o the KB) but even Gale (which would be used close to fight open, and before immobs would be applied, anyway).

    Mind/Storms may in fact do it for lack of anything more effective to do, but any other primary + storm could readily do it too-- even while using immobs to set containment.

    Granted, there might not be much of a difference between a Fire/Storm and a Mind/Storm on a duo with a blaster, since you'd at that point still have so few mobs to deal with that the advantages of the AoE damage wouldn't mean much. But that very situation would also rob the herdicaner of his function to at least the same degree.
  11. Since it looks like the old links are broke, here're my guides whenever we next get around to updating the stickied thread. I really need to update a couple of these badly.

    Choosing the Controller That's Right For You

    Splattroller: An Overview

    Plant/Rad Splattroller Build Guide
    Fire/Storm Splattroller Build Guide
    Mind/Emp & Mind/Rad or, Colorless Green Ideas Sleep Furiously

    Arcane Controller Primary Powers FAQ
    Confusion and XP/Time
    Controller Damage Overview

    Guide to Being a Healer
    Guide to the word \Necessary\

    Funniest quote from my guides:
    My guide: practical.
    Yours: A Perpetual Revolution!
  12. SPLATTROLLERS

    I. WHAT/WHY
    II. THE SIX SETS
    III. BUILD SKELETONS
    IV. SLOTTING
    V. STRATEGY
    APPENDIX A: OTHER NICE THINGS
    CREDITS

    WHAT/WHY IS A SPLATTROLLER?
    A splattroller is a build preference and play style for use with the controller AT, that focuses on AoE and especially AoE damage, especially in early/mid levels of the game (20-31).

    "Splattroller" as a concept is noteworthy because it contrasts with more traditional approaches to controllers, which emphasize time-sensitive and surgical controlling, and cautious/defensive play generally. This traditional view was once simply the most effective way to play a controller, but a few key changes, including containment (2x damage vs held, slept, immob'd, stunned MObs), the insignificance of debt, and other minor changes like decreased recharge time on the rest power, effectively opened up an entirely different and probably unintended kind of play with controllers-- a kind of play that (with some primary/secondary choices) is at least as effective as more traditional alternatives.

    Yours truly has played a Fire/Storm to 50, a Plant/Storm to 49, a Plant/Rad to 47, as well
    as several other endgame /Kinetics and /Radiation controllers.

    THE SIX SPLATTROLLER SETS

    The first choice you face once you decide to try a splattroller is: what build? The best splattroller primary is Plant Control. Fire Control is also very good, though not as good as Plant. The other primaries make poor splattrollers at best. The best splattroller secondary is Storm, followed by Radiation, followed by Trick Arrow, and finally Kinetics.

    To fully understand a splattroller build, you have to understand what AoE effects like group buffs and attacks that affect many enemies, fundamentally do: for every foe present, they become more powerful! Attacks directly, and buffs indirectly because more teammates means more foes. For my purposes a splattroller powers will be: area damage, good fast-recharge area controls, area -res, and/or attacks and +dmg bonuses that otherwise scale to the # of foes you face and/or # of teammates you have.

    The following section covers only the powers specifically relevant to splattrolling-- some
    of these sets do a lot of other nice things, but this is NOT A COMPREHENSIVE GUIDE to Fire, Plant, Storm, Rad, Kin, or TA. (But also, see appendix A: Other Nice Things)


    Plant Control
    2 Roots
    8 Seeds of Confusion
    26 Carrion Creepers

    Plant has overwhelming AoE damage potential. Among other things, its AoE immob does twice as much damage as other AoE immobs. Its fast-recharge AoE control, seeds of Confusion, is hands-down the best control power, as such, in the game. Carrion Creepers comes in a little later, but it's a true splattroller power because the number of vines SCALE to the number of foes present-- once up, there're usually foes x 0.75 vines up at any given time. Strictly speaking, it's not an AoE damage power, but for these purposes it behaves like one.


    Fire Control
    2 Fire Cages
    8 Hotfeet
    12 Flashfire

    Fire brings in all three of its key powers nice and early. One thing to note is that hotfeet forces you into melee range, which makes fire splattrollers a little more exciting and risky than plant splattrollers. In some sense, bonfire could be looked at as a fourth splattroller power, but its damage-to-hassle ratio keeps it from being a mainstay like the others. Note that fire imps are not a splattroller power-- as with any other L32 pet, there're a fixed number of imps regardless of how many foes you face. They amount to a very nice ST damage power.


    Storm Summoning
    16 Freezing Rain

    Can a single power make Storm the best splattroller set? Yes. In addition to being much bigger and slightly more powerful -res than EF or Disruption Arrow, it's got all that lovely -recharge and -defense. Plus it can be fully slotted by the time a splattroller is ready to go into full swing. Some will argue that tornado and lightning storm merit mention, but while I love the powers, their attacks have very small radiuses and very low caps on # of MObs that can be hit. Functionally they're all but indistinguishable from single-target attacks. Honorable mention should probably also go to Thunderclap, which can help maintain survivability, especially with fire controllers, who will tend to be in melee range of the enemy much of the fight.

    Radiation Emission
    4 Accelerate Metabolism [1]
    10 Enervating Field
    35 Fallout

    Radiation emission's key contribution to splattrolling is Enervating Field. The toggle's available nice and early. Accelerate Metabolism also gives a damage boost to everyone on your team (used correctly), and for teaming purposes at least, counts as a splattroller power. Finally, fallout is an AoE attack with meaningful damage and great debuff, including a monster -res in a large area. So while it comes in late and is hard to find situations to trigger it, it's really awesome, and merits mention. Honorable mention should probably also go to two other powers in Radiation Emission: Lingering Radiation, since it's an AoE with -regen, which after all, helps, and choking cloud, since in principle it can provide a lot of close-up mitigation, which is particularly great on fire/rads.

    Trick Arrow
    28 Disruption Arrow
    35 Oil Slick

    Sadly, the key powers for TA come in late-- mostly past the level range in which splattrolling is its most beautiful (20-31). Still, disruption arrow and oil slick for late-game splattrolling are quite nice. Some will note that Acid Arrow seems like a likely splattrolling power-- but much like some of the powers in Storm Summoning, it's radius is really too small to make it an effective splattrolling power.

    Kinetics
    2 Siphon Power [1]
    38 Fulcrum Shift

    Similar to Trick Arrow, Kinetics blooms late for splattrollers. Fulcrum shift is a phenomenal power and scales your damage up based on how many foes you're facing-- not to mention scaling up your allies' damage! Still, having to wait until 38 for it is tedious, and by then blasters AND defenders will be running their nukes, and a smart splattroller will be diversifying his control, as the good old days of splattroll wane. Siphon power is a nice steady team boost to damage, of course, and shouldn't be discounted. Some will note that Siphon Speed's indispensable and that transfusion is an awesome AoE heal-- and they're right, of course, but the former does nothing to scale to the number of foes/allies you have, and Transfusion is a heal.


    Leadership
    6 Assault [1]

    Assault does, after all, boost up the damage of pets, your teammates and so on.


    [1] Only counts for team play.

    BUILD SKELETONS

    Plant/Storm
    2 Roots
    4
    6 [Move Precursor]
    8 Seeds of Confusion
    10 [Hurdle/Swift]
    12
    14 [Move]
    16 Freezing Rain
    18 Health
    20 Stamina
    26 Carrion Creepers

    Plant/Radiation Emission
    2 Roots
    4 Accelerate Metabolism
    6 [Move Precursor]
    8 Seeds of Confusion
    10 Enervating Field
    12 [Hurdle/Swift]
    14 [Move]
    16 Health
    18
    20 Stamina
    26 Carrion Creepers
    35 Fallout

    Fire/Storm
    2 Fire Cages
    4
    6 [Move Precursor]
    8 Hotfeet
    10 [Hurdle/Swift]
    12 Flashfire
    14 [Move]
    16 Freezing Rain
    18 Health
    20 Stamina

    Fire/Radiation Emission
    2 Fire Cages
    4 Accelerate Metabolism
    6 [Move Precursor]
    8 Hotfeet
    10 Enervating Field
    12 Flashfire
    14 [Move]
    16 [Hurdle/Swift]
    18 Health
    20 Stamina
    35 Fallout

    Plant/Trick Arrow
    2 Roots
    4
    6 [Move Precursor]
    8 Seeds of Confusion
    10 [Hurdle/Swift]
    12
    14 [Move]
    16 Health
    18
    20 Stamina
    26 Carrion Creepers
    28 Disruption Arrow
    38 Oil Slick Arrow

    Plant/Kinetics
    2 Roots
    4 Siphon Power
    6 [Move Precursor]
    8 Seeds of Confusion
    10 [Hurdle/Swift]
    12
    14 [Move]
    16 Health
    18
    20 Stamina
    26 Carrion Creepers
    38 Fulcrum Shift

    Fire/Trick Arrow
    2 Fire Cages
    4
    6 [Move Precursor]
    8 Hotfeet
    10 [Hurdle/Swift]
    12 Flashfire
    14 [Move]
    16 Health
    18
    20 Stamina
    28 Disruption Arrow
    38 Oil Slick Arrow

    Fire/Kinetics
    2 Fire Cages
    4 Siphon Power
    6 [Move Precursor]
    8 Hotfeet
    10 [Hurdle/Swift]
    12 Flashfire
    14 [Move]
    16 Health
    18
    20 Stamina
    38 Fulcrum Shift


    SLOTTING

    Splattrollers are end hogs. Getting endurance use under control is critical, hence the
    inclusion of Stamina in the build skeletons above. But substantial end redux enhancement
    will also be necessary.

    AoE Immobs
    This is especially true of your AoE immobs, which you'll want to be spamming. Frankenslotting (slotting with multi-aspect IOs from several different sets) is one of the keys to a good splattroller build, since it helps you stuff them as full of end redux, accuracy, and damage as you possibly can (in that order of importance). Damage will pay off in Roots, but less so in Fire Cages. If, somehow, you still have room, recharge doesn't hurt either-- but make SURE you have End Redux maxed before you start slotting recharge. Two IOs that won't break the bank and will get you a long way are:

    Detonation Acc/Dam/End
    Enfeebled Operation Acc/End

    Seeds of Confusion and Flashfire
    These need recharge, more than anything else. Accuracy is a second priority, and after that, end redux and effect duration are nice to have. Consider:

    Perplex Acc/Conf/Rech
    Malaise's Illusions Acc/Conf/Rech

    Rope-A-Dope Acc/Stun/Rech
    Stagger Acc/Stun/Rech

    Carrion Creepers
    Until recently, this just needed recharge-- three generic Recharge IOs were fine. More recently, the power was "fixed" so damage and accuracy enhancement would be passed on to the vine. What that means is, by all means, once you have full recharge in this thing, give it more damage and accuracy. It hardly hurts to squeeze end redux in there too, All the pet damage sets have an Acc/Dam/End IO, and both Recharge Intensive Pet sets have an acc/dam/rech and an end/damage/rech (though those are often prohibitively expensive).

    HotFeet
    Needs End Redux, Damage, and Accuracy. The power takes PBAoE Damage and Slow sets.
    Consider:

    Multi-Strike Acc/Dam/End
    Multi-Strike Dam/End
    Cleaving Blow Dam/End
    Multi-Strike Acc/Dam
    Cleaving Blow Acc/Dam
    Curtail Speed Acc/End
    Tempered Readiness Acc/End

    Freezing Rain
    This just needs recharge and end redux. Forget about anything else, unless you just have
    slot space to waste. Look at:

    Undermined Defenses Rech/End
    Undermined Defenses Rech
    Touch of Lady Grey Rech/End


    Accelerate Metabolism
    You want Recharge in this to start. You can add end mod later. (You could look at the End/Recharge IOs for Efficacy Adapter and Performance Shifter. By level 25, you can save yourself a slot if you have both. But the performance shifter will likely cost you 1-2 mil. Otherwise, just) 3x each generic IOs.

    Enervating Field
    This just needs a single generic End Redux IO. Yay, an easy one. You could be ubar-frugal and put a second end redux in later.

    Fallout
    You want recharge and damage, nothing else really. Detonation and Air Burst have cheap Dam/Rech IOs you can use.

    Disruption Arrow
    You want Recharge and End Redux in DA. Only takes generic IOs, so start with 2 x Rech, 1x End Redux. Add another of each later as slotting permits.

    Oil Slick Arrow
    You want Recharge and Damage in OSA. Detonation and Air burst Dam/Rech for the win! End redux wouldn't hurt either, if you can.

    Siphon Power
    Accuracy and Recharge. Maybe some End Redux. Doesn't take IO sets, so however you see fit. Doesn't hurt to add end redux to it either.

    Fulcrum Shift
    Same as siphon power.

    STRATEGY
    Repeat after me: "My teammates are responsible for their own survival."

    The essence of splattroller strategy is vaguely similar to blaster strategy, and can be summed up: "Kill them before they kill you." There's also a hint of tanker in the build-- after all, if somebody on the team's going to die, you'll probably be first. It's normal, don't cry about it (although, you might be well served to find a good Radiation defender or controller who can Fallout, Vengeance, and Mutate you!)

    As a splattroller, you don't expect and don't try to make sure spawns are 100% locked down while you're fighting them. You just need to make sure they're locked down enough that you can survive despite getting a lot of aggro from them.

    Another important abstract point of splattroller strategy is to go up against, at bare minimum, three MObs at once. The more the better. The ways to do this include:

    1) Play in teams of at least 3, and
    2) Play on Tenacious or Unyielding, OR, as a last resort
    3) Street Sweep, especially hazard zones where two factions are commonly found facing off.


    Specific Combat Openings:
    As a rule, the first thing you'll do in a fight is throw out your fast-recharge area control-- Seeds of Confusion or Flashfire. This will ideally buy you enough of a head-start killing the enemy that you'll have them down before they have you down. You'll of course be nursing your green and purple inspirations in case you don't have enough of a head-start.

    (Of course, if you're a Fire splattroller, before you do anything else, once you have a spawn in your sights, you'll turn on hotfeet-- but that's just toggle maintenance.)

    One exception is that /storm splattrollers will sometimes wish to drop freezing rain first-- this is especially true if for some reason you're feeling especially leery of whether your stuff will hit, and are NOT facing any mezzing mobs or a group that can easily kill you twice over with it's alpha strike. Similarly, once a splattroller has Oil Slick, they might sometimes choose to drop it first under similar circumstances-- among other things a fire/TA can light it up with the first throw of fire cages, that way.)

    Next, most splattrollers will immobilize the group, debuff (EF, Disruption Arrow, siphon power, fulcrum shift, and possibly Freezing Rain and Oil Slick Arrow, if not already used), and start spamming their AoE Immob as endurance permits. Fire splattrollers will move into the center of the spawn during this phase (and may not spam their AoE immob quite as much). Also, once they have Carrion Creepers, Plant splattrollers will want to drop it at this stage if it's available. Plant/TA will also need to light up oil slick if they have it.

    From there on out, it's about outliving your opponents. Once there're two or fewer, you may want to drop using your AoE Immob, and Hotfeet, and finish the mobs present off, single-target.

    And make sure to detoggle any end-heavy powers, e.g., Hotfeet, Steamy Mist, as soon as the fight's over.


    Appendix A: Other Nice Things

    Plant
    The ST immob in Plant is also a great damage tool, especially for finishing off bosses &c, believe it or not. Needless to say the ST and AoE holds are fine powers to have, although frankly in the middle levels, they're not exactly crucial. Sporeburst may or may not be of much use to you, depending on whether you want to try and manage crowd control with your frantically-paced splattrolling. Finally-- Giant Fly Trap, aka Audrey, Bitey, secretly has a CONE ATTACK of his own. In a sense, this power practically qualifies as a splattroll power!

    Fire
    The ST Hold, and the AoE Hold, are noteworthy powers in fire too, needless to say. And smoke, an AoE -Perception power, is effectively a lot like Plant's Spore-burst. Potentially useful for careful aggro control, but that's just not the norm with a splattroller. Finally, no denying Fire Imps are an awesome bit of damage, even if it doesn't scale to the number of enemies present. Any fire splattroller with his pets will feel a lot more complete, since they'll help demolish all the lieutenants and bosses that are leftover from waves of AoE damage.

    Storm
    I think it would be a touch silly to skip powers like Steamy Mist, Hurricane, Tornado, and
    Lightning Storm. They're great powers. On the other hand, the other powers aside from these and Freezing Rain, I think are take-or-leave powers. Be aware, too, that Hurricane is a repel, and will scoot immobilized mobs around. This can be advantageous if you have the focus, time, and endurance to "herdicane" (meaning, "herd" mobs into narrow groups with hurricane, to maximize AoE damage effectiveness). But for example you won't be able to hotfeet & hurricane mobs, except into corners, and even then, good luck keeping that under control. I should also note that thunderclap can be worthwhile on the occasions you need a little extra mitigation, and especially on a fire controller, since it stacks with Flashfire, to let you disorient bosses!

    Radiation Emission
    Radiation Infection is a great AoE debuff, and even is indirectly aggressive (by debuffing defense). Choking cloud can be worthwhile if you plan to be up-close and have lots of slots to spare, slotting it up-- it needs full hold and full endurance redux slotting. Still, on a Fire controller, that can be worthwhile. Lingering radiation is a nice AoE slow with -regen, and extremely worthwhile. Finally, EMP is a particularly awesome power for almost any controller, since it gives you a second AoE Hold to double up with your other long-recharge AoE hold. In fact, assuming you take Cinders or Vines, it plus EMP really constitutes a(nother) very available AOE mitigation.

    Kinetics
    Kinetics is probably the most powerful de/buff set in the game, which means it has a lot more to offer than just splattroll. Practically every power in the set is supremely awesome except Inertial Reduction (which is still worthwhile-- team jumping!) and Repel. It's just about impossible to go wrong with Kinetics. But it WILL make you want accuracy (transfusion, siphon power, siphon speed, transference, and fulcrum shift all take hit checks), so Tactics is highly recommended.


    Speed
    6 Hasten
    14 Super Speed

    A couple things are noteworthy re: Speed. The first is that hasten is a precursor
    that makes everything come up faster. It's also particularly nice with powers from your secondary that buff your own recharge, like Siphon Speed and Accelerate Metabolism. Second, superspeed is a +stealth, and frankly a little stealth on a splattroller is awfully nice. Moreover, it stacks with Steamy Mist, and both Plant and Fire sets, and splattrolling in general, is usually best done along the ground, so who needs vertical move anyhow?

    Unless you're playing to a theme, splattrollers fare best with hasten & superspeed.

    Fitness
    6 Hurdle
    6 Swift
    14 Health
    20 Stamina

    Needless to say, you NEED Stamina. Yes, some controller builds, including /rad and /kin, can do without. But not real splattrollers. Also, a couple things to note: hurdle is preferable to swift if you plan to take Superspeed as your move. Otherwise, I'd take swift (which BTW adds to fly as well as run). Then again, remember that travel powers aren't everything, and weird combos like, say, swift, hurdle, hover, and teleport can make you surprisingly agile and competitive in the transportation department.

    Leadership
    14 Tactics
    20 Vengeance

    Any controller is happy to have more to-hit, but especially a /kinetics controller. So why not bring enough for everybody? Since Assault is a splattroller power anyway, you'll have the pre-req. From there... Vengeance. Admittedly, you'll often be the first to die, but when you're not, Vengeance is a pretty astonishingly awesome buff.

    CREDITS

    Rush Bolt helped get me straight about TA (though I think we differ, in the end, about Acid Arrow). Many other folks in RO too, ran with the splattroller concept shortly after I first outlined it in a guide, including Abnormal Joe, Cyan Spike, and everybody else in the Pressure Cookers SG on Justice. And to all the people on the Controller and Guide forums who've kibitzed about the builds and written splattroller-minded material, many of the best of whom I can't remember their names ATM, but you know who you are.

    And lastly, to all the folks who forebore to apply their assumptions to what controllers are "supposed" to do, even though they wanted to voice their ignorance, and to those who didn't forebear, and enjoyed the ensuing condescending lecture.
  13. Enantiodromos

    Levitate vs Lift

    Quote:
    Originally Posted by Amy_Amp View Post
    I pause to think Grav would do too much damage.

    1. We are talking single target damage and yet the set that need not be named is abusive on an AoE level.

    2. Propel has a long enough animation it gets skipped, or it's target dies before the animation gets pulled off.

    3. Considering Grav's current lackluster status, giving it a high amount of ST damage would likely be a good thing.
    Yes. The outrageous brokenness of Plant's immob damage output, the limitations of propel, the inherent gimpiness of ST damage, and the subpar performance of Gravity, knock down the "Grav would have too much damage if lift = levitate" argument at least twice over.

    Hence the reasons for the status quo are pure speculation. Developer malice, indifference, ignorance-- it's fun to make any of these claims, sure. I don't think we can know.

    I don't generally try and address these things directly myself, because unlike many here who think they know the inside track to bringing something to dev attention, I wouldn't know where to begin aside from a thread demanding action from the devs, and I thought those were against ToS.
  14. Quote:
    Originally Posted by Seraphael View Post
    Secondly, control powers generally trumph debuffs. You have the (grossly overpowered - poor mind controllers!) Seeds of Confusion available at every spawn, why bother with Snow Storm, Hurricane and especially Thunder Clap?

    Heh, I think I agree with everything you said except this one generalization. The best de/buffs beat the best controls hands down. That said, I agree, Seeds should be at the epicenter of almost any plant build I can think of.
  15. Roots: You have recharge pegged and no end redux. You really want to reverse that situation. Or at LEAST go halfsies with it. Ouch.

    Freezing Rain: I wouldn't bother with debuff before you've maxed recharge and end redux.


    Right idea with Seeds slotting. You'll want more of that. At minimum four slots, even late game.

    Right idea with Creepers.

    Everything besides those four being exactly right... well, you know, plus stamina and hasten, I suppose, is just icing.
  16. A good frankenslotting guide would be a good thing.

    Thing is, it would have to be either really short and abstract, e.g.,

    "OK, here's the idea: slot as many triple- and double-aspect IOs with enhancement types you actually need or can benefit from, without regard for which sets they belong to-- for example if you have something that just needs recharge and damage, and there're three sets the power takes that all have a damage/recharge, slot one of each."

    Or it would have to be FRIGGIN exhaustive, and probably would then become dated fairly quickly.
  17. Often this kinda question leads either to people arguing over hidden assumptions, or pretending it's possible for more than one person to be right when two disagree (it's not.)

    But whether you're soloing or big-teaming is a big factor.

    Related is the question of whether you're really talking about kills/hour (some people think this matters) or XP/hour. It's related for this reason: teaming, especially when built and played for as a preferred approach, is vastly, vastly much faster than soloing. Which shouldn't be surprising-- the game, regardless of reassuring meaningless remarks from devs from time to time, is overwhelmingly oriented to team play.

    A third factor is whether you're talking about pre- or post-32. Illusion and especially Fire gain a huge uptick in damage output (= speed either way) at 32. Others don't-- e.g., Mind, which doesn't even keep up with the norm, but is very fast early on.

    Finally, in a lot of ways "safest" doesn't mean much. Debt itself is negligable. Solo every controller should be safe on invincible after 22 or so. Teaming is a different question, of course, but on a team, you have teammates to help you recover if you die.

    Here's my short answer:

    Fastest primary solo is between Illusion and Fire, though pre-32, Mind, probably Plant, heck maybe even Grav, belong in that mix. Fastest primary on 3+man teams is Plant.

    Safest primary solo at any level is Mind. Safest primary on 3+ man teams is a tie between Ice and Earth.

    Fastest secondary, regardless of team size is almost certainly Kin.

    Safest secondary solo is probably FF, thanks to PFF alone. Sonic, and probably Thermal and maybe even TA (I don't know as much about those sets), join FF on bigger teams.

    If you were looking for product of fastest and safest... the thing is, almost any controller primary makes solo completely safe-- that is, though Mind's the best, you don't need the best.

    So solo [fastest x safest] is the same as solo fastest: Illusion/kin and Fire/kin, with others prior to 32, esp. Mind/kin. Big team [fastest x safest], is more arguable. I would put forward Plant/Rad & Plant/Storm.
  18. Enantiodromos

    Best at TFs

    Well, obviously different sets will bring qualitatively different things. And makeup of the rest of the team would be a huge factor, if you could know beforehand.... you know, for example, if you were on a team of blasters, Earth/ and Ice/, /FF and /Storm would rule, whereas on a team of tanks, not so much.

    Sight-unseen, I guess I have to conclude the strongest sets would be best. I think I'd rank the secondaries Kin, Rad, and Storm, followed by the others on roughl equal footing, and for primaries, Fire, Plant, Earth, Illusion, Ice, Gravity, Mind, in that order. Both cases best to worst.

    Too, which TF you're doing will make a difference. As I was reminded the other day, for example, mind and plant stand at a bit of a disadvantage with long TFs full of Nemesis (who resist confuses. Of course, Dr. Quarterfield just sux generally.) TFs with a lot of ambushes and if where you face stuff that's going to con far above you, of course, will welcome more strongly defensive builds (Earth and Ice with Forcefield, Sonic, I presume Thermal, and to a lesser extent Empathy).

    Oh-- something you're more likely to know beforehand than your teammates exact builds, is whether you're playing with PuGs or Vets. Again, with PuGs, a TF will be MUCH easier if you choose a little closer to the defensive end of the build spectrum. Rezzes and recall friend are also nice under those circumstances.

    Finally, some TFs have one or several AVs you have to go up against, and secondaries with significant -regen will be nice in that case. Which really means, Rad and Kin, though... does thermal have any -regen? There's a case to be made for Illusion controllers for similar reasons-- if you expect not to have a tank to play damage sponge for certain AV's excessive attacks, PA I think is why people like Illusion here.

    So, with your preferences for PuG, missing roles, popularity, power, and early power, I would almost certainly go /kin or /rad. I've never really tried to play Plant very defensively, but the set has so much going for it that I find it hard to ignore. Illusion's also a good choice, if you know how to handle it (I generally don't play Ill).


    IOW-- I would totally go with your first instinct: Plant/Kin.
  19. [QUOTE=Psyonico;2080257]
    Quote:
    I've tried to stay out of this thread as much as possible, because Enan and I have a history of heated debates.

    That being said... Enan's wrong. :P
    My animosity for you Psy has to do with your personal conduct toward me, and nothing to do with your views or argumentation per se. Normally you're quite amenable to reason, so please don't hesitate to discuss things on my account.

    Quote:
    You're basing your entire argument on the (faulty) assumption that AoE Containment damage is what matters on a team.
    A better reason to have stayed out of it is that you apparently don't follow what the OP was asking or what my reply was. Which is fun in a "let's mix it UP yo!" sorta way, but this isn't PvP.

    The OP asked for why there are objections to Mind/Storm. I explained. My "entire argument" amounts to explaining one objection to Mind/Storm as a choice among a very finite set of possible controller combos.

    I didn't make any arguments that it "is what matters," or that "a troller needs to rely on AoE Containment damage" or that "[a] Controller's main task on a team [is] AoE damage."

    My argument was pretty specific, and didn't depend from any belief on my part that AoE containment damage is the only thing that matters. As you'd know had you read it.

    Now. In fact-- and this is a rough truth for most controllers and many defenders (fans of FF, Sonic, Empathy, and the Knock* in Storm), mitigation is a self limiting contribution on any decent team, because: debt is negligable and a majority of ATs bring some mitigation even before you talk about face-based aggro splitting.

    Psy, control, healzoring, bubbling, knocking down-- these things are weak contributions, especially because they very quickly become redundant. Only lousy PuGs and some arcane endgame things need more mitigation than any pair of controllers provide.

    Really, that's beyond the scope of this thread though. I believe we were talking to reasons people have for avoiding Mind/Storm. If you find flaws in what I actually said re: that, I'm sure your insight would be worthwhile.
  20. Quote:
    Secondly, how late a controller gets a power seldom actually features in discussions of how the combo performs overall -- I seldom see people complaining that Fulcrum shift or EMP pulse comes at 38, for example.
    Your advice was to play Cold Dom if you like FR. And among other things, the FR equivalent comes much later in Cold Dom. Which is one of the reasons the comment doesn't make a bit of sense. Your analogy to Fulcrum shift is inapplicable because unlike the situation with Storm Summon and Cold Dom (I mean, the situation you inaccurately imply), there aren't two sets, one of which gets Fulcrum Shift 19 levels earlier.


    Quote:
    Thirdly, I have checked Tomax's site and both list the Sleet and Freezing Rain pets as 20ft radius effects. Could you point me to where you got your relative sizes?
    FR's radius 30'. It's always been. Why redtomax has lately listed it as 20' I don't know, though I've wondered if the redside version is nerfed.

    Quote:
    ...Effectively, your statement is about the fact that Mind/* is not good in the aspect of leveraging AoE containment, regardless of what the secondary is.

    In this case it is disingenuous to speak of Mind/Storm's inability to leverage AoE containment due to its DoT damage, then make a comparison (as you did) with Mind/Rad's enervating field, as a Mind/Rad would not be able to leverage AoE containment upon consistently, either.
    Your remark remains irrelevant. Your argument here would hold only if Storm brought nothing uniquely positioned to help leverage AoE containment damage. But it does-- lo and behold, I mentioned it quite specifically: FR, the best -Res tool available to controllers.

    The problem is specific to Mind/Storm and, as I noted, Illusion/Storm.

    My comparison to Mind/Rad was not for the sake of comparing FR to EF. FR is the superior -res tool. The distinction between Mind/Storm and Mind/Rad is in having EMP, as I believe I said-- EMP + TD gives you good AoE Containment availble (very close to) as often as FR (the key), which is a lot closer to the AoE-Immob standard of AoE containment, than Mind/Storm can do. It's still shy mag to one-shot 50% of the bosses present, of course.


    Quote:
    Could you clarify why Thunderclap has a small radius, and why none of the powers below are considered disadvantaged by their identically small radius, and why Freezing rain with a smaller radius is not considered to suffer from its size?

    Of course, this is taken from Red Tomax's site, and the numbers can be wrong.
    The number for FR is wrong.

    Meanwhile, you've asked me to clarify a bunch of silly claims you've made up and assigned to me because the facts apparently upset[1] you:

    Thunderclap (r=25') is much smaller (31% less area) than the AoE containment setter of reference, the AoE Immob (r=30'). Also fails to contain 100% of lieutenants and 50% of bosses that an AoE immob would. AoE Immobs being available to EVERY set EXCEPT Mind and Illusion.

    [1] This is speculation, of course, but given the way you're strawmanning me-- reinventing what I said and clarified while ignoring the other defects of thunderclap I've mentioned-- this is my way of giving you the benefit of the doubt about your argument and motives for making it. YW.


    Quote:
    I think damage buffed, AoE containment damage upon easily controlled mobs is king in this game.
    Aside from Fulcrum Shift (which really brings qualitatively more damage than any other +dmg power), -Res, which is distinct from and multiplies with +dmg, and has no practical cap, is at least as important as +dmg.

    Which is important to understanding the objections to Mind/Storm; FR really is uniquely good.

    BTW I'm not especially pleased by the dominance of AoE Dmg myself, though I've done what I could to explore it.
  21. Quote:
    Thunderclap, small radius? Your Mind may be Mind/Rad, but please don't disregard Thunderclap just because most people do. For Mind Control it is very powerful, because it fills the containment gap which you described.
    Actually, I've played with it quite a lot-- I would describe it as somewhere between good and indespensible on my 50 Fire/Storm-- for other reasons.

    But compared to the gold standard in AoE containment-- something available on all sets but Mind and Illusion, it's absolutely feeble. 31% less area, none of the lieutenants, half as many bosses. Feeble.

    Making a team wait on Mass Hypnosis, T-Clap, FR, is however rather self- (and team-)limiting. It's a fun trick solo, and believe it or not I know a little about stacking around Hypnosis with other powers-- I think I wrote a guide on that long ago. May still be up in the guides section.

    Quote:
    it does not suffer from a lack of AoE control. Mass Hypnosis, Mass Confusion, Total Domination, Terrify
    Mind really isn't above average on AoE control though-- you have to think about availability and be accustomed to rolling team play, of course, but it comes down to this: for availability, MC + TD is roughly = Flashfire, Wormhole, or Seeds of Confusion. You could argue that that leaves Ice in the same boat as Mind and Illusion, but Arctic Air is a lot stronger control, fully slotted, than people generally recognize. And if you then consider pulsing fractional knockback (Ice slick and Earth Quake), Ice comes into its own, and Earth pulls ahead of all else. Leaving Mind to try and contend Mass Hypnosis and Terrify-- both of which are soft controls, meaning they do fairly little at ground zero of a fight.

    Mind doesn't suffer from a lack of control because: it's inherently a surgical controller, and frankly better suited to soloing. It's not at all exceptional at AoE control.
  22. Quote:
    Originally Posted by Freem_NA View Post
    ... anyone who considers freezing rain the centerpiece or best thing in Storm is much better off playing Cold Domination.
    This remark makes no sense, since of course there currently aren't /cold dom controllers. Not to mention the fact that if there were, they'd not get Sleet 'till 35. (It also appears smaller than FR, but redtomax could be wrong about its sizes the same way it's wrong about FR's size.)

    Quote:
    Secondly, the inability to leverage solo AoE-containment is a feature of Mind rather than a peculiarity of its combination with any particular secondary.
    (Again,) possibly you've missed the fact that this conversation is specifically about the mind/storm combo. Mind's inadequacy leveraging FR's -res with containment damage IS specific to the mind/storm combo.

    It's also not a solo oriented concern, but a teaming one. AoE damage and it's magnification, which is the name of the game, re: my remarks, is something that fares vastly much better on big teams because big teams mean big spawns of foes. You want FR, Containment, and damage for big team play.

    Quote:
    Thirdly, thunderclap does indeed have a small magnitude, but it is not small in radius of effect, as suggested by comparison with TK radius (which really is tiny).
    As you know I didn't suggest they're similar in size. The suggestion is that they suffer from a similar drawback: their size.

    The correct comparison is to the power every primary but Mind and Illusion has: an AoE Immob. AoE Immobs cover 44% more area than Thunderclap, contain lieutenants 100% more often than Thunderclap, and contain bosses 50% more often-- and that in just one application, nevermind that unlike thunderclap, they're quite practical to stack.

    (And please let's not have a round of pretending I've said immob is a mitigation tool on par with stun, since I've not, and that's not what we're talking about.)

    Nothing Mind/Storm brings to the table, nor all of it together, does nearly the aoe containment job of a simple AoE Immob-- which every primary besides Mind and Illusion has.

    That's the heart of the issue, and why many people like me shun Mind/Storm. And I scarcely know anybody who likes the two sets more than I do-- the three sets I have most experience with are in order: Mind, Kinetics, and Storm.
  23. Quote:
    Originally Posted by Klatteja View Post
    I found a build or two, and a few opinions about Mind/Storm that were both positive and negative, nowhere did I see WHY the pairing was good or bad.
    I'm a huge, HUGE fan of Mind Control and /Storm controllers. Sorry if I don't always say clearly why I don't like the idea of the combo clearly. I try. ^_^

    Storm's best power, hands down, is Freezing Rain. It does just loads of stuff, but the centerpiece of it is that (at its size) it's a huge resistance debuff. Almost any build that can't leverage FR's awesome -Res makes me want to cry.

    Mind really can't. Thunderclap is far too small and low mag, TK is likewise tiny and end-intensive, Total Dom is up only half as often as FR, Mass Hypnosis gets broken by FR's damage ticks. Terrify + Fireball are fun to hammer foes with, when you can contain 'em, as became my habit while I was playing my late-game Mind/Rad. And you could still use EF there.

    Now, all of this ignores the fact that you'll probably often play with at least one other controller, if you're big-teaming, and they may often have containment out FOR you. Not to mention that you'll be playing with blasters and defenders using AoEs that bask in the glow of freezing rain.

    Still. Knowing what I can bring to Freezing rain with Plant or Fire, and knowing it's the best thing in the secondary, I find Mind/Storm unappealing.

    And I'll add that Lewis is an awful smart guy who sometimes says stuff like this:
    Quote:
    Originally Posted by UnicyclePeon View Post
    You can generate so much chaos that it simply doesnt matter.
    And I never am able to parse what he means. How much chaos you're generating often matters, for example if you're playing or playing with any toon that has to worry about position.
  24. Enantiodromos

    Creepers

    I've not been keeping up on this, but I thought I'd read fairly recently that how creepers inherits accuracy and damage has changed. Previously full recharge was really all you needed or wanted, I think. Now, I'm not so sure whether you want to throw in damage, accuracy and damage, procs, or what. I've been going with a mix of recharge to 95% or whatever, plus the damage and accuracy I can squeeze into, like, five slots.
  25. Dark Spade:
    Actually, Bonfire is the most splattrollery power I made a conscious decision to exclude from the list of splattrollery powers. I have bonfire on my 50 plant/storm. And even as somebody who nonstop spams cages, bonfire just seems like a lot of trouble for what it's worth as AoE damage.

    Psion_EU:
    Siphon Speed's an awesome power, but you note it only affects one foe and one ally (well, yourself). I can scarcely imagine any /kin build going without it. I definitely plan to include a "powers that aren't splattrolling but you really won't want to do without," companion section.

    EDIT: Er, I meant I have bonfire on my fire/storm. It woulda been a trick getting it on the plant/storm!