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If you see me on either of my accounts when you want to run one of these, feel free to give me a yell Kult. I have a nice wide choice of redside characters who are all incarnated, so can fill in just about any gap in the team.
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If you don't want to run after targets - play a brute and take taunt. Taunt aura's + auto taunt in attacks keep most things from running away and when they do, you can just taunt them back. This is why I have almost given up on scrappers and play mostly brutes - not because I don't love scrappers but because all the runners drive me crazy.
Sheild, EA, Invuln and to a lesser extent WP scrappers should have less problems with runners, as they all have taunt aura's. However, when all you have is a single taunt aura you have to rely on luck to make sure it is pulsing just after the mobs morale breaks and it starts to run but before it gets out of range. Brutes have enough other sources that runners are rarely an issue.
EDIT: if you want a brute that will have even less problems with runner, play a claws brute. Focus has enough range between it and taunt you can pull most runners back to you and if they don't come back, focus usually knocks them down so you don't have to move far to finish them off. -
Well, I ran a quick and dirty test with my BS/ElA brute and my StJ/WP brute. Both of them generally stayed between 135%-145% damage bonus when surrounded by mobs, dropping down to 120%-130% when running between groups (how far I dropped depended on how far I had to run), with the occasional peak at 148%/149% for a couple of seconds. Both brutes where running at +0/x2, the broadsword brute was L29, the StJ brute L23. I have pretty solid attack chains on both of them - at least enough to always have an attack ready to go, so no gaps.
The street justice brute did feel like his fury dropped faster between/during fights than my broadsword but I didn't get a chance to run them through the exact same contant and at high levels of fury, having more mobs pounding on you probably makes a big difference, which is why this is a rough test at best.
With the way fury generation falls off around 60%-70% fury, I suspect that having a chain of fast activating attacks is going to generate more than having a high recharge and a chain of slower activating, if harder hitting attacks. My StJ brute is still using the lower damage, faster attacks for combo generation (initial strike, heavy blow, rib cracker). If you had droped initial strike in favor of shin breaker, i could see your attack chain not keeping your fury as high. -
Quote:There's no such thing as "damage debuff resistance" directly, but normal damage resistance resists damage debuffs. So if you put a -50% damage debuff on an AV with 50% lethal resistance, the debuff to its lethal damage will be cut in half by its resistance, to 25%. If the same AV had 0% energy resistance, any energy attacks it used would take the full 50% debuff.Quote:What.
Have the developers acknowledged that?! That's PRETTY HUGE.
Some quick numbers - mob A has no resistance, mob B is 50% resistant to all damage, you debuff both of them by 50% and hit them with an attack that does 100 damage.
Mob A: Without the debuff would take 100 damage, now it has -50% resistance to your attack and takes 150 damage, which is 50% more than before.
Mob B: Without the debuff it would take 50 damage. It resistance halves the debuff (25%) and the remaining debuff reduces its resistance to 25%, it takes 75 damage - also 50% more than before. If B's damage resistance did not reduce the debuff this way your debuff would reduce it to 0%, effectively doubling your damage. -
Quote:While I would love resistance debuffs on broadsword the 1 def = 2 res formula is AT BEST a rough estimate for a character's defenses, trying to apply it to resistance debuffs is going to produce WAY to much damage. Keep in mind that most def debuffs are wasted with good slotting on the players part, as you can't get better after you hit 95% acc, where a resistance debuff isn't limited by any caps.The best possible change that could be made to Broadsword is to have its secondary effect be changed from Defense Debuff to being Resistance Debuff. And given the "fact" that 1 Defense = 2 Resistance ... all the Powers Team would need to do is take the Defense Debuff values, double them, and change them to being Resistance Debuff instead.
DONE.
Broadsword ought to be the Resistance Piercing powerset ... while Katana/Ninja Blade acts as the Defense Piercing powerset. I mean, conceptually speaking, you'd expect to want to be using Broadsword against an ARMORED or otherwise "invulnerable" target, which this game models as being Resistances ... while using Katana/Ninja Blade against a "nimble and unHITable" target, which this game models as being Defenses.
Simply changing Broadsword to being Resistance Debuff, instead of Defense Debuff, would be enough to differentiate the powerset away from Katana/Ninja Blade into being its own (unique) thing ... rather than a "copy" of anything else.
Doubling the -def as you propose would result in a 15% resistance debuff on each attack. A broadsword scrapper would become the best resistance debuffer in the game. While it might be fun there is no way the dev's would do it.
I suspect the only way broadsword would get a resistance debuff is either on a single power, like rib cracker from StJ, or in very small amounts on each power (like 2%-3%) if it is stackable. -
For Wind ninja I would think KM/EA or KM/Ninjistu would be a better fit than KM/Shield. Just color both sets some shade of blue/white and it looks like you have swirling air shielding you and are focusing air blasts as an attack. If you want a shield charge like effect, you could pick up spring attack - huge leaps are definitely an air type power. Either a scrapper or a stalker would work for this - stalker KM is a very nice set because the PBAoE has 100% crit chance from hide and the build up auto recharge from concentrated strike is easy to get. The KM version of AS looks really awesome - I have a wind based ninja using KM/Ninjistu, but EA is a bit more thematic.
You could also do EA for shadow ninja if you don't want to do dark armor, since it has a stealth power, just color the shields dark. Alternatively you could play it as a dark melee stalker - dark melee/ninjitsu is a very nice pairing. You could pretty much go any stalker secondary here that wasn't obviously some other element - DM/WP, DM/Regen or DM/SR would all work.
The only thing I could think of for a melee based light ninja is going energy melee on a brute or stalker and coloring it white. If you are willing to leave melee AT's behind on this do it as mind/energy assault dom - color all the attacks white and explain the control set as ninja mind tricks.
Ice ninja: Stalkers get ice armor now, so if you are dead set on an ice ninja you could go with that. Pretty much any primary that wasn't another element would work here. You could also do an icy assault dom or ice manipulation blaster and get some nice ice melee attacks. -
Quote:If you have enough incarnates with barrier you can also do the method Talbien worked out for getting both badges in that mission. He would pre-assign one player to go to the space on which Director 11 spawns and then assign the rest to cover the glowies (2 to the left, 2 to middle, 2 to right roughly). You get all the glowies fast (and the hacker badge) and when D11 spawns the tank/brute on his spot gets aggro while everyone rushes in, puts up barrier/eats extra lucks and then you unload with debuffs/lore pets/judgement. If you can kill him in 60 seconds (don't remember the exact time but I think thats right) he doesn't even get to deploy mines - if you don't, you hope the capped def from barrier covers you.Yeah, I plan on gathering a shivan and some nukes as well. As I understand it the best strategy is for someone with ATT to wait outside while the rest of the team goes in to click the glowies, at the last glowie they summon the team outside. At this point pets are summoned and buffed then the team runs in, flies above director 11 (with jetpacks if necessary) and hits him with nukes and ranged attacks while the pets tear him a new one. If the team has enough firepower he should die within 30 seconds or so, before anyone has a chance to get hit by a mine.
I won't be asking that everyone bring nukes and shivans, though any that do bring them will be appreciated. I will ask that everyone have fly or jetpacks though, which should be easy enough. I think if we have enough ranged damage, or incarnates on the team with Lore, we should be ok. At any rate, we either get it or we don't and then move on with our lives afterwards.
Did a bunch of runs with Talbien this way and I think we only missed the midnight dodger badge once (and we got it on the second try). Obviously, if you want to bring nukes and shivans they will help as well - but huge amounts of upfront damage and high def does the trick as well. Just 2-3 folks with barrier is probably enough - have one person fire it off at the start of the D11 fight, the second just before the 60s mark and the third if you need it about 30s later -
DM/SD is going to be best on a scrapper. They get far more of a boost from powers that give damage bonuses like AOO and soul drain due to their higher base damage and the fact that they get higher bonuses from the two powers. For example, soul drains base damage bonus for a single target is 60% for scrappers but only 48% for brutes. Any damage bonus brutes get is further watered down by combining with fury.
DM/Inv is not so obvious - dark melee will be better on the scrapper but invulnerability is likely to be better on a brute due to their higher base HP and HP cap. I guess it depends on what you want out of your dm/inv character - do you want to be more of a damage dealer or a little more tankish? If the former, go scrapper, if the latter, go brute. -
One thing to keep in mind is that a characters primary end use will ALWAYS be in their attacks. Toggles are a constant but very low end drain - they really slow down your end recovery more than they actually damage your blue bar but attacks will always eat into your blue bar. Increased end recovery speeds up how fast it comes back - but high end recovery means 2-3 end/sec and a single heavy blow burns twice this, higher damage/end cost attacks burn end even faster. This means that even on a high recovery toon like a WP or Regen you will probably want to slot SOME kind of end reduction in your attacks. It doesn't take much, just 20%-30% in each attack will buy you a lot. I am a huge proponent of frankenslotting cheap IO sets for a good mix of enhancement values as early as possible - this allows you go get decent acc and a nice mix of recharge and end reduction while still getting close to the damage cap.
I usually aim at 5 slotting attacks with something similar to the following:focused smite acc/dam, dam/end, dam/rech and a bonesnap acc/dam. The 5th slot varies depending on the attack and the character - on a willpower I will probably slot either an dam/end/rech triple or an acc/dam/rech triple. With just L25 IO's his slotting gets me 56% acc, 92% dam, 20% end and 36% rech with the acc/dam/rech triple or 40% acc, 92% dam, 36% end and recharge with the dam/end/rech triple. You can do similar things with PBAoE sets, although spinning strike is screwed a bit because it only takes targetted AoE sets, which suck - but you can still get ok enhancement values out of a mix of detonation and air burst.
I slot up my attacks like this at L22 and run with it until I start replacing them with better IO sets like crushing impact, touch of death or kinetic combats depending on the set bonuses I am chasing.
Even if you are not willing to frankenslot like this, I would always suggest running with at least 1 end reduction SO in each attack. In general I find 1 acc, 2-3 dam and 1 end reduction the minimum slotting to keep from draining your blue bar in a medium to long fight, no matter how much end recovery you have. -
Quote:I love it up to the point where you get worfed by Hardcase. I wish they had some option in the end to let things go to hell anyways - then Hardcase can come in, fix things himself and chew you out again - but at least this time he will be chewing you out for doing it YOUR way.So you go around beating up on the bad guys and get sent to Hardcase to be scolded like a powerless child. It'd been a while since I had done this arc so I forgot how bad it is.
On the upside, her dialogue is written with personality. Not nearly enough to save this thing from being awful, though.
Maybe I should go look her up in the AE to see what people have done with her there. It's got to be an improvement, right?
1 Star. -
One thought on concept - you could go with the soul mastery pool, I have always felt dark blasts/attacks fit any kind of undead fairly well. Dark Obliteration is a nice little boost to AoE damage and darkest night's -to hit and -dam will give WP a huge survivability boost against anything but AV's.
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The thing about WP, unlike the sets that are either all def based or almost all def based, is that you don't have to get to the softcap on everything to have a pretty awesome defensive set. Where most of the def based sets (SR, SD, EA) don't have anything else to fall back on, or very little to fall back on, WP has huge regen, good S/L resists and nice +HP.
I would say the best stretch goal on WP would be getting S/L def softcapped. If you can do this and have decent E/NE def, you will be a powerhouse - however S/L has the longest way to go on WP, so that takes the most sacrifices. If you can't do that, or don't want to shoot that far I would recommend trying to push your S/L def up to 32.5%. That put you 1 small purple insp away from the softcap. If you can get both S/L and E/NE up to 32.5% you will be pretty well set. Things like cimerrorans will still chew you up because you have no def debuff resistance, but that would be true whether you are at 32.5 or the cap - it just takes a few seconds longer at the softcap. -
Quote:Mag 2 is just enough to resist a single hold - so in that sense its just enough to be viable, if not great. I do agree that spreading out some more status protection in various pools would probably not overpower things at all - just keep them about the same Magnitude. Despite clarion, I suspect that the dev's still want most squishies to have little to no status protection pre-50. Clarion's level of protection is likely due to the overabundance of status effects in the trials. (This does not mean I agree with the dev's on this issue, just pointing it out so that any suggestions would be something they might implement).Mag 2 is very low protection. With these additional methods to stack on top it gives some viable means for AT's without access to status protection to have the CHOICE of forgoing some powers to build for status protection before incarnate clarion.
I'd like to stress that if it is ok for every AT to have perma status protection via clarion then there is little reason to deny piecemeal status protection by stacking various pool powers at the cost of choosing primary/secondary/ancillary/other pool powers.
One comment on your suggestion for the stealth pool 5th power - I like the idea, but you really need to double check what focused acc gives, the values you suggested are about the same as FA, not less. FA really really sucks for the end cost, so any passive power is going to have to give almost nothing. I would figure a 20% perception bonus, 20% to hit debuff resistance and 10% acc would be about right for a passive considering the huge end cost on FA. -
I don't have a problem with the timer on the hospital doors in the Lambda, BAF or Keyes trial, however in both the Underground trial and the lowbie Death from Below trial the timer makes no sense and is an extra, unnecessary delay because in both of these you have to take a teleporter outside the hospital to get back into the trial and in many cases even after taking the teleporter you have to travel a good distance to catch up to the main group.
When the entire trial is essentially one large area right outside the hospital, the timer on the doors does prevent possible exploits. However with the last two trials essentially being long dungeon crawls the timer just adds more time out of combat and action and at least in the case of the underground trial, making an already long trial even longer. -
First off, don't add any more slots to Stamina - after you hit level 22 and can slot SO's any slots beyond the third will be mostly wasted due to ED. There is an exception to this I will mention later.
Have you slotted your attacks for end reduction? They are the heaviest end users in a fight - the shields are constant but low drain, they reduce your end recovery more than they actually reduce your end bar. Even 1 DO worth of slotting in each attack makes a HUGE difference. If you don't want to give up damage, try finding some L20+ damage/end reduction IO's in the market - bonesnap, bruising blow and pounding slugfest IO sets all go down to L15 and a level 20 dual IO will give you 16% enhancement to each area it affects.
There are a couple of other IO's you can slot to help as well. Miracle +recovery IO's start at L20 - they are horribly expensive on the market but if you run the new signature story arc twice and take the hero merit reward each time you can buy one in fort trident. Craft it, stick it in health and it will give you a nice boost to end recovery. The second IO option is a performance shifter +end proc. It is not as expensive on the market as a miracle - but it also isn't usually worth buying with merits, so it might take a while to get. This is the exception to the 3 slot rule in Stamina - you can put this in a 4th slot.
However, in the long run slotting at least some end reduction in your attacks is going to make the biggest difference. -
Quote:You are correct that it is mechanically a targetted AoE power - but its also identical to thunderstrike, which accepts PBAoE sets, so the precedent was already set for 'melee' targetted AoE's that do not benefit from range enhancements to take PBAoE sets. That is the primary reason folks are complaining (that and the fact that the TAoE sets mostly suck :-).Regardless of the desirability of the power accepting PBAoE IO sets, mechanically, it's a Targeted AoE power - the effect of the power is centered on the target, not the player.
This may <standard code rant applies> mean that it cannot accept PBAoE slots, since it's not a PBAoE power. I don't know, but it may not be as simple as people seem to be assuming... It's certainly not a bug, as the power is accepting the sets that match its implementation.
However, I doubt it is going to change - I believe in the latest U-Stream cast when they where talking about Street Justice someone explicitly mentioned spinning strike being a targetted AoE attack, which means its not an accident, its not someone overlooking things - Spinning strike was meant to be different from Thunderstrike and is meant to be a TAoE attack.
If that's the case I think we should be pushing for range enhancements to work in the power - if they are going to force us to use sub-par sets, we at least ought to get the full value out of them. While powers are not balanced at the base level around IO sets, the existence of those sets and their effects should be considered when you decide what sets to let a power take - and making a power that wastes part of the enhancements allowed is bad design. -
Quote:Keep in mind that AS, with its 15 second recharge, is going to be up more often than BU with a 90 second recharge. So over time AS is going to generate more combo points than build up even if it only gives you two per use. That, combined with the fact that stalkers get a full build up (80% to the scrappers 62.5%) suggest the dev's considered a full 3 combo points from AS (or AS + Placate) to be to much.I was thinking about it, and I think what they should of done was made Placate a combo builder!
Placate (1 Combo Point) -> Assassin Strike ( 2 Combo Points) -> Spinning Strike -> WIN! \o/ -
Midnight Astral has her tier 3 alpha slotted up, so if we want to go off on an Apex or Tin Mage, I am up for it. A WST sounds like a great idea though, Notices are nice easy ways to build up threads for the next incarnate slots :-).
I do need a citadel on her to finish off the TFC badge - so if we end up picking something lower level, that would be my vote. Otherwise anything goes. -
Quote:I think you may be underestimating how usefull the 2 combo points on AS are vs the 3 on build up. At first I kind of agreed with you, thinking that if they removed the 3 combo points from BU, they should have put 3 into AS (or 2 AS, 1 placate) but they I got to thinking about how OFTEN I could get those 2 combo points from AS - with a 15 second recharge VS 90, its going to be up a LOT more often than BU, which means you are going to be generating a lot more combo points in the long run. Having to fire off 1 more attack before a combo (or placate + combo) is not that big a deal.You need to understand: I am not saying the set is unplayable.
Heck EM is playable. I am saying the stalker version is not as good as it's brothers. The devs had a cance to do something unique for stalker StJ like they did for KM. But instead they pulled a dual blades and left the set somewhat gutted.
I was hoping KM was the new standard in stalker ports.
That plus the fact that CU does normal crits, unlike a lot of the higher end single target attacks, means I have 2 very hard hitting single target attacks (AS + CU), 2 decent AoE attacks and some nice builders. Seriously - at combo level 0 when you crit, CU does as much damage as energy transfer , at combo level 3 it does MORE. Oh, the set might have been a lot better if they had kept rib cracker instead of shin breaker - but its still a nice set, certainly as good as any stalker set out there if just in a different way.
EDIT: Cleaned up some phrasing to make things clearer -
To make the EA shields have less of a visual effect do one of the following:
1) Select bright shields, then the darkest version of the color you want
2) Select dark shields and then the brightest version of the color you want
Either one of those choices will reduce the impact of any of the 'aura' type shields considerably. You will probably only have to do it with entropic aura - its the worst offender of the set.
Of course, even if you do that you can't take energy cloak without fading out completely. They definitely need to add minimal FX settings to all the shields and a setting similar to the one cloak of darkness gets to energy cloak. -
Quote:Well, there was the reduction of the damage cap from, what, 850% I think down to the current 775%. I suppose you could consider that a second nerf, although as happened at the same time as the fury changes to I tend to roll them all up together.If you're talking about the most recent change to Fury, it would be difficult to argue that it did that except under the most extreme circumstances. In lots of other situations it actually *increased* Brute damage.
And what "yet another Brute Nerf" are you talking about specifically? There have been exactly none to my recollection but even if you count the Fury change as a nerf, what was the other one? -
Well, I ran just the faster chain with triple stacked follow up and included only a 5% crit chance. It looks to me like you are still calculating the damage multipliers incorrectly, either leaving out the base multiplier or not including the enhancments, here is what I got (with everything layed out so that its easier to see where I may have made a mistake :-).
Brute Attack Chain DPS calculations (followup -> focus - > Slash)
Damage Base: 1.0
Slotted Enhancements: 95% (0.95)
75% Fury: 150% damage (1.5)
Triple Followup: 90% damage (0.9)
Total Attack multipliers are 1 + 0.95 + 1.5 + 0.9 = 4.35
Follow up: 33.37 (base) x 4.35 = 145.1595
Focus: 62.98 (base) x 4.35 = 273.963
Slash: 61.73 (base) x 4.35 = 268.5255
DPS = Total Damage/attack time = (145.1595 + 273.963 + 268.5255) / (1.056 + 1.32 + 1.584) = 687.648/3.96 = 173 DPS
Scrapper Attack Chain Calculations (Same as above, making sure to turn off crits in Mids:-):
Damage base: 1.0
Slotted Enhancements: 95% (0.95)
Triple Followup: 112.5% (1.125)
Total Attack Multipliers: 1 + 0.95 + 1.125 = 3.075
Follow up: 50.05 (base ) x 3.075 = 153.90375
Focus: 86.96 (base) x 3.075 = 267.402
Slash: 82.58 (base) x 3.075 = 253.9335
For scrappers, we factor in the crits now at 5% (so multplying total damage by 1.05), so the DPS calculation is:
DPS = total damage/attack time = (153.90375 + 267.402 + 253.9335) * 1.05 (crits)/(1.056 + 1.32 + 1.584) = 709.0012125 / 3.96 = 179 DPS
Final values - Brute DPS = 173, Scrapper DPS 179
NOTE: for some reason the current version of Mids lists the brute follow up activation time as 2.64s (2.772 w/arcanatime) so its a good thing to double check these values in game when you want to be sure, as the real activation time is 0.83s (1.056s w/arcanatime), the same as the scrappers.
I will say that while your numbers in the previous post may be slightly off, they do reflect the same things I saw in earlier calculations done on the scrapper boards when brute claws first came out - the more recharge you add in, the closer scrappers and brutes get. At the absolute highest end (capped damage, max recharge needed) I think scrappers end up ahead, mostly due to crits, but things are SOO close in most cases that unless all you care about is pylon times, it really boils down to a matter of AT preference. Especially since pylon runs are about the only way to even SEE the numbers we are calculating - since it will take at nearly 8 seconds to GET triple stacked follow up and by then you will have done 1000+ points of damage to your initial target, which means most things are going to be dead or nearly dead before you can get cranked up. -
Quote:I didn't want to go through all your math, but I thought I would point out an error you made initially here - you forgot to include the base 1.0 damage in the damage cap multiplier. Its true that brutes cannot get more than +675% damage and scrappers cannot get more than +400% damage, but you get total damage by multiplying base * (1+damage bonuses), so your your above math should come out as:I referenced both of those things, in which i said that Fury (the brute inherent mechanic) more then makes up for the higher damage scale that Scrappers have. Another way to look at it is is:
http://paragonwiki.com/wiki/Damage_Cap#Damage
Scrapper damage scale = 1.125 Damage cap = 4.0
Brute Damage scale = .750 damage cap = 6.75
Scrappers maximum possible damage on a scale 1.0 attack = 1.125 * 4 = 4.5
Brutes Maximum possible damage on a scale 1.0 attack = .750 * 6.75 = 5.0625
So, at the damage cap, on a scale 1.0 attack, brutes will do more damage (when you don't account for critical hits, accounting for critical hits adds about .45 to scrappers, putting them at 4.95, still lower then brutes)
Scrappers maximum possible damage on a scale 1.0 attack = 1.125 * 5 = 5.6125
Brutes Maximum possible damage on a scale 1.0 attack = .750 * 7.75 = 5.8125
While that leaves brutes in the lead, if you are going to include any fury in the brutes damage total you also need to include scrappers crits (yes, I know you include them below - but you need to include them in all your numbers just so folks don't call you on it). Including just a 5% crit chance raises the scrapper cap up to 5.83125 - which puts them slightly ahead of brutes.
Also, in your later calculations when you are working on the brute vs scrapper chains and factoring in the stacked follow up, it looks like you might be factoring in the follow up boost incorrectly since follow up is a damage boost that modifies the base damage (just like fury). It looks to me like you factored in the fury boost first into each attack, calculated the overall DPS then multiplied that by the stacked damage boost from follow up - which is incorrect. Follow up's damage boost is also going to be watered down by damage enhancments already in the power and I can't tell if you have factored those into the attacks or not.
So, for example, for a brute fully damage slotted focus is going to have about 95% damage enhancement (3 even level SO's give you 94.93%, 3 L30 IO's gives you 95.66%, so I am splitting the difference). Combining that with 75% fury and 90% damage from triple stacked follow up gives you
62.98(base) x (1 + 0.95+1.50+0.9) = 273.963
Where the scrapper will have
95.66(base) x (1 + 0.95 + 1.125) x 1.05 (crits) = 301.32
Because crits are a true doubling of damage and are not watered down by other damage enhancments.
EDIT: I even made a mistake above - Mids auto includes scrapper crits in base damage, so the base damage for scrapper focus at L50 is 86.96 - reworking the attack chains and showing math, will add in a later post. -
Honestly, the best combo I have found on a dom for control + damage is */fiery assault and plant, mind or earth control.
Fiery assault not only gets great single target and AoE damage, it gets its powers in a decent order so you don't have to either gimp your attack chain by waiting forever to finish it off or take lesser powers earlier on. Flares + fire blast gives you a decent cycling ranged attack chain and incinerate is a very high damage melee attack that is a nice addition. Fire breath is the highest damage AoE attack dominators get and while its a cone, its a decent sized one that is not hard to use. Embrace of fire is a great damage boost that can be used with the attacks in the fire mastery APP as well.
Plant control is probably the best every spawn control set in the game. Seeds of confusion is gives you a long duration, nearly every spawn control starting at L8 which can be up every spawn once you get some recharge in it. At higher levels you can leverage Carrion creepers for a lot of extra AoE damage and even roots is worth slotting up for damage if you want to - it may only do slightly over 1/2 the damage of one of the area attacks from the APP pool but it has a HUGE radius (30') and is easy to use.
Mind control is the next most control heavy set, although it is single target focused at first. Mesmerize, dominate and confuse gives you 3 great single target controls and mass hypnosis is easily up as often as seeds of confusion. While the AoE sleep isn't as good a control when you are in a group, its great solo. At higher levels, once you get your recharge up to perma-dom levels you can alternate mass confusion, total domination and mass hypnosis for a lot of hard AoE control.
Earth probably has the most overall control of any set, the only real drawback is a lot of it is soft control. You can alternate Stalagmites + stone cages (to stop the stunned mobs from wandering around), earthquake +quicksand and volcanic gasses+quicksand for a variety of control effects and something is likely to be up for every group. Because the last 2 combo's don't lock things down as much as other hard controls you will take some fire, but with careful tactics you can cut down on it. Since qucksand, earthquake and volanic gasses are both location AoE's you can place them around corners, give the hold or knockdown a chance to kick in then move into range and open fire.
I have played a plant/fire, earth/fire and mind/fire dom all the way to L50 and they where great all the way and are a blast in incarnate trials, with a lot of control and damage options you have something to do in any trial. There was almost no time when I felt I was gimping along waiting for the better powers to open up, which I find to be a real problem with a lot of the dom primaries and secondaries. -
Scrappers, brutes and tanks are likely to be your best choice if all you really want to do is toggle up and jump into a fight. Almost all support sets are going to require some kind of activity other than attacking, so any defenders, corruptors, MM's and controllers are likely to be busy enough to not qualify as a slacker. VEATs would also qualify, as all their team buffs are toggles except mind link - and you can put that on autofire.
I would consider Willpower, SR and Shield Defense as the most slacking sets for a melee type - you turn on your toggles and put active defense/practiced brawler on autofire and go to town. Invulnerability is probably second choice - you have to fire off dull pain every now and then but once you get it perma you can put it on autofire if you want. All the other defensive sets are going to have at least 1 heal you have to fire off regularily.
There you go - anything/WP, SR or SD is going to be a serious slacker toon, at least once you jump into combat. You might have to put some effort into the build, especially with SD or WP if you want to softcap them, but outside of that they are jump in and go toons.