Incubbus

Recruit
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  1. Incubbus

    Plant / TA

    Should one opt not to use Poison Gas Arrow during the initial silo, so you get the most damage out of your nuke(Seeds of Confusion)?
  2. I hate to sound like a nut suggesting a change of one of the fundamental effects of the power, but what can be done with Telekinesis by way of removing the Repulsion effect? Keep it an end-hog, toggle-version of Total Domination, with the crutch of it being your anchor and ability to maintain the endurance sap.

    Don't get me wrong, I've had plenty of fun with repulsion in the form of many different powers, Telekinesis not the least of which. However there is a significant whole in Mind Control that, in my opinion (and apparently many others') should be addressed. Every other power in Mind Control (yes, even Mass Hypnosis) lives up to its intended purpose. Telekinesis, while wonderfully unique, is the blacksheep that is too often wrongly excluded, due to potentially causing drastic problems during your typical team bulldoze. Removing the repulsion effect and -maybe- keeping the small area and limited amount of effected enemies, would greatly increase its usage.. at least post-Stamina / IO's. Another fantastic bonus would be that this should (WILL) take a huge step toward closing the Containment gap in the set.

    My two cents.
  3. [ QUOTE ]

    MA, hopefully, will be all sorts of fantastic, though I'm still waiting for confirmation of being able to Branch in some form. Even if it isn't there I'll be more than happy. It did just dawn on me earlier today that this might prove interesting for the altaholic rather-RP-than-mishers, making it even harder for them to ever get a character leveled.

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    Good catch, I would be interested in possibilities such as that as well. Though I'm sure you know the alternative to take, should we not be met with such a feature:

    Make "Episodic" or "Chapter" content, with proceeding archs in either direction after a particular choice of the character, proceeded by a disclaimer letting the player know which of the arcs to chose based on a decision they made in the last/previous missions of the arc or series.

    So many possibilities.. I just might finally be able to do my characters' justice, and get around to explaining how an entire supergroup was destroyed by a single super.
  4. I still wish to hell that they'd add "Epic"-level 5th-choice powers for Travel sets, and that we'd get the old Teleport back.

    Short/Medium Ranged Teleport
    Activation: ~0.75 seconds
    No Cooldown
    No Post-Port Movement Suppression
    High Endurance drain

    AND/OR

    Foe-Targeted SELF Teleportation within melee range
    Activation: ~0.75 seconds
    Cooldown: ~3 seconds
    Post-Port Movement Suppression
    High Endurance drain

    Think Nightcrawler-esque combat mobility.
  5. Thousand Cuts looks kinda goofy.. majority of the other animations look real slick, though. I hope the cast times are in line with the damage they put out.
  6. [ QUOTE ]
    Um, what are Spetzsnaz Commandos? First time I hear of those.

    [/ QUOTE ]

    http://cityofvillains.gameamp.com/co...ewMonster=true

    Most information I have about them.
  7. I first would like to say how much I admire you for making such an awesome guide. Just happened to find it off a search at Google. Props man, this helps fill in some holes, though surprisingly, with my PvP game.

    [ QUOTE ][*]Teleport/Teleport Foe
    Available: L6
    Slotting: 1 End or Recharge
    Importance: Optional

    Teleport Foe is fun, and it can make soloing a little easier if you decide you just have to, for some reason. Also, however, confused mobs have the same short aggro range you've come to otherwise love, and if you're using confuse, you're going to sometimes end up with a solitary confused mob with a good 20 seconds of confusion left on him to no good purpose. Teleporting him into the next group of enemies is a nice touch for the anal-retentive mind controller. Even better, if you've got a particularly great buffer/debuffer/mezzer bad guy confused-- sappers, carnies, tsoo sorcerers, rikti guardians, Sky Raider force field generators all come to mind-- you can tote them around! (I still don't recommend this, but if you consider that such a 'pet' is also effectively invincible to villains, it might interest you.) Regardless, don't put something more important off just for TP Foe.


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    I'd like to add to this that Teleport Foe is probably one of -the- best powers to accomodate a Telekinesis-oriented Controller, given that, under most circumstances, it can completely relieve any and all frustration out of setting up your TK anchor, and if you have it ready in enough time, make up for the Confusing of scattered mobs trick not cycling fast enough by placing them right in the line of TK's hold (btw, SUPERB strategy with using Confuse there, I've completely looked past that possibility!)
  8. [ QUOTE ]


    ... moving /devs are harder to kill i agree ... a way around that? yes ... team of stalkers .. tp into the middle of stalkers... nothing lives .. unless they all miss with AS

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    You may forget the /Dev set has a wonderful little tool called Caltrops. And, with luck, he also has Combat Jumping (as well he should, being a fast mover) as well as Acrobatics... and maybe even Teleportation.

    You're able to, not only hear, but see before you are about to be Teleported. The Teleportation status will pop up moments before you phase. Now, unless your Caltrops has been used, you very well may be done for, but chances are you'll be able to get them down to at least cancel out their AS/Crits. And with the Knockback Protection of Acro as well as the Immob resist of CJ, you very well could escape.

    Of course, simple solution for the Stalkers? Hover...

    My two cents. Great guide, have rolled a Fire/Dev after getting frustrated from all the Lethal/Smash of AR/Dev.