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You don't have hasten, which is strongly recommended for controllers. Unlike some melees that can still eke out decent DPS without hasten (e.g. DB, FM), the support power of emps is much more closely tied to how often they can use their buffs.
Fort is underslotted. It needs to be ED capped on def and rech. Try 3x Membranes and 1 LotG, or frankenslot 3 Def/Rech pieces and 1 LotG.
If you have to chose between leadership and fighting, take leadership; fully slotted maneuvers only gives 3 less def than weave, costs only 1 power choice, and also benefits the team. You should also consider earth's embrace to cap your HP.
AB should be ED capped on regen and be perma on 1 person.
I don't see any alpha, but spiritual is recommended for emps.
Finally, just a word of advice: If I were you, I would think twice before giving up soloability. Solo ability is relevant even if you only play in teams, because other players don't always play intelligently and sometimes you need to get things done yourself. Remember, there is no buff that gives +IQ. -
I'd go with Blaze Mastery. Char and Ring of fire are reasonably competitive DPA wise (albeit DoTs) and fireblast/ball speak for themselves.
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Netted you 5 more S/L/E def and 5% more rech.
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Quote:What I was thinking was more that you can't just stand in one place, click aoe mez and spam immobilize for damage until the spawn is dead. You'd have to move around a little and that would be lost animation time.I don't necessarily view it as a bad thing. Both of my high-level controllers (Grav/Kin and Fire/Cold) stand around in melee with the Scrappers/Brutes/Tankers anyway.
The -ToHit should make up for it, but sets that are awkward combos of melee and cones annoy me. -
Quote:Of course not. It would, however be an accurate measure of sustained ST DPS against a single hard target.This is one reason why soloing a pylon is a poor measure of the effectiveness of an Illusion Controller.
And yes, I do know how to play an illusion controller and how the powers work.
Quote:Also, I wouldn't consider the effect of PvP and purple procs. -
Quote:There are strong reasons why pylon soloing works just fine:I don't agree that soloing a Pylon is a good way to measure your DPS unless you are only concerned with AV and EBs. A Pylon will take a while to take down which will allow almost all of the Illusory damage to heal back. The only real way to measure the damage done by an Illusion controller is to take samples of damage done during several fights which include minions and lieutenants, and then compare that to other characters played the same way -- but other characters really should use different strategies than an Illusion Controller. Illusion presents some unique strategy issues, making it hard to compare to other characters and the standard measurements don't quite work.
1) Illusory damage is not reliable. It's always preferable to underestimate than overestimate capabilities, and to measure only the part of your raw DPS that is 100% reliable, counting the illusory part as a bonus against low HP targets. So healback on pylons is not an issue.
2) ST DPS metrics are only relevant vs. high HP targets (boss level and above) since against Lt and below, the # of attacks taken to kill a target can vary quite a lot depending on your luck with procs and so on. Pylon soloing models such situations reasonably accurately.
3) On top-tier builds, the portion of damage that heals back is a small part of total attack damage. On SW slotted with apoc + Gladiator's Javelin proc, the attack damage is an average of ~145 while the amount that heals back is only 19.6. In other words, if there was no healback you would get an extra 15.6% damage off SW. Since this is only one attack (albeit the highest DPA one), and a big part of controller damage now comes from DoT interfaces, in practice the gain will probably be well under 10%.
Even if you disagree, pylon soloing is still valuable in that it gives a lower range for your DPS. When exact values can't be calculated, the next best thing is to have lower and upper ranges for the real value. -
Quote:Oops! Try this:I think you accidentally pasted my code into the reply. Though I'm curious to see the build you mentioned
A few things to note with this build: The numi proc is in radiant aura rather than the stadard health. You need to click radiant aura for it to fire, then you will keep the bonus for 2 minutes before it goes away. In practice this is less of a hassle than it sounds since you will be healing intermittently during combat anyway.
Note that with this build your KB prot. is in the set bonus from gladiator's armor in tough.
I also swapped out assault for tactics to cap flash's hitchance vs +3's. This is personal taste since Flash is the only attack affected, if you're not as anal as I am on capping the hitchance of AoE mezzes you can change it back.
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Quote:I'm very interested in this. Can you explain what you did (in melee or kiting, what attacks used, etc.) and whether there were other tankers, brutes etc. on the team? If melee, how were you sure that the Avatar was aggroed on you specifically and not on other characters in the melee huddle?I have to admit I've only done the Underground once and a friend tanker was showing me round. When he planted I tanked the Avatar without losing aggro once until I traded back to him. Not sure for how long but at least half his health. This is hardly the event to prove Taunt is a requirement. Taunting here isn't difficult, staying alive is the problem.
I've had problems before with other characters pulling aggro off my scrapper so I'm interested in tricks for holding aggro. (Yes, I know, no gauntlet, but hopefully at least something will be applicable.)
P.S. Good news, damaging AM on Keyes doesn't matter anymore. The pulse cannot even outdamage natural unbuffed health regeneration. -
I doubt the build is playable with only 1.58 EPS net recovery. I may just be more inefficient than others, but in my experience I found softcapped fire/dark unplayable without cardiac.
Instead of assault I would get tactics. Dark has no -def and this fixes its only weakness nicely.
Fearsome stare needs to be slotted for -ToHit, not fear. 4 cloud senses works nicely, or 6 if you want some energy def.
Howling twilight should be slotted endredux/rech (it is autohit). I recommend 2x rech 1x endredux common IOs, if you can find a third slot.
Black hole is useless. Skip it. You can consider petrifying gaze instead, which is a good basilisk's gaze mule. -
Just looking at the powers list it seems great, but one annoyance is you'll have to jump in and out of melee to use the 90s aoe mez.
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I don't recommend relying on supe invis for defense at all. The end cost of supe invis is almost the same as tough, weave and maneuvers combined. It should be used situationally and not kept running all the time.
Including supe invis, you have about 32.5 ranged def which is actually quite low for a build taking fighting pool (fighting pool builds ought to be able to hit 45 ranged def and 60 S/L res). My advice would be to 1) drop fighting pool and try to maintain 32.5 def without it, or 2) keep fighting pool and build for 45 ranged def instead.
The amount of rech you have seems excessive. In general spending lots of slots to shave a second or two off Flash isn't worth it once once all key powers are permanent. The benefit of building for recharge drops off sharply at this level.
I distrust paper DPS calculations and prefer empirical testing (meaning pylon soloing). One way you could find out your DPS would be to solo a pylon with lore pets of known DPS. Kill the pylon, calculate the DPS done, then subtract the lore pets DPS. You thus get your own DPS. PPP pets do not do 200 DPS, those are Lore pets.
Try this: perma-PA/LR/AM, 44.3 ranged def, 61 S/L res, all key powers taken and properly slotted. Note that this build's recovery is higher than mids' indicates, since it does not count the numina proc and the PShifter proc (worth about 0.2EPS on average).
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I don't remember anything special about clocks other than that they were full ranged pets.
Phantoms have a weaker AB that is not perma, and Seers have Fortitude that is perma. Most of the others have assault/dispersion bubble. -
Quote:You didn't seem to read my post, either. There's a tradeoff, but it's minimal. Bonfire, smoke and 2.7s shorter recharge on Flashfire aren't a big chunk of mezzing power.
Using your own example, your high Defense build has a 2.7 longer Recharge time than a Recharge-focused build. In the midst of a battle, 2.7 seconds is a long time. A Defense-based build will certainly improve your own character's survival, but you will be able to provide control for the team less often. That's the trade-off. You will also have to give up certain situational powers like Smoke, Bonfire, Ring of Fire, etc. Those powers may or may not be worth trading for Defense. That's personal choice.
Of course an extreme rech build will have faster recharging mezzes. Hybrid rech/def ones can maintain very high control ability while also adding damage and mitigation, though. They're more effective in a wider range of situations, give more room for error, less dependent on competent teammates, and more able to take the initiative. While specialist builds will always be better at specific tasks, generalists can achieve much higher overall performance. -
Any set that's not a top-tier FotM powerset (the bottom 2/3 of the powerset/AT hierarchy)
Any set that forces ugly costume parts and unimaginative concepts on me (Warshades, Crabs)
Any set that clashes with my playstyle (Claws, Traps) -
A player with a working brain.
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Quote:The difference in recovery and recharge (not the % recharge bonus, but the actual number of seconds reduced), endurance and control power is minimal.Characters who can control more will provide more benefit to the team. Characters who softcap usually do so at the cost of less Recharge, less control and/or fewer "situational" powers that can provide various benefits.
As an example, my permahasten, S/L/E softcapped, limitless end fire/kin has 23.3s recharge on flashfire. If stripping out all the defense IOs and toggles would give +50% recharge, the recharge time would drop to 20.6s. That's a mere 2.7s improvement that decreases further the more siphon speed/ally +rech buffs are present.
You don't mention the advantages of softcapping: it works even if you pay no attention to it. It allows you to concentrate on supporting your teammates rather than fighting for your life. It means teammates don't have to worry so much about keeping you alive. It means fewer deaths and more time mezzing, debuffing and slaying. It means you can play more independently, take the initiative and implement a much wider range of tactics.
People build for defense for the same reason investors diversify their investments. Mezzes don't work on some enemies, and defense doesn't work on others. But the number of situations where both mezzes and defense don't work is much smaller.
Def/res, mezzes, damage, debuffs and heals are all valuable parts of a well-rounded, versatile offense and defense that focuses on being able to support teammates in as many situations as possible and confront threats with many different tools, rather than conforming to the "intended" way of building a controller.
It's often claimed that you don't need defense if you have good tactics and teamwork. This paints a caricature of those who do not build for defense as skilled, experienced team players while demeaning players of softcapped builds as poor players relying on a crutch to cruise through the game with mind-numbing ease.
But attention, human reflexes and animation time have limits, and even the best players do make mistakes, especially overestimating their own ability. There's only so much that humans can keep track of at once, doubly so in trials. Defense helps by slowing incoming damage so that you have more time to think and react.
Arguments against defense tend to emphasize it's not necessary, or focus on subjective personal preferences (preferring more situational powers, preferring higher difficulty, etc.) which have no relevance as regards build advice.
But anything can be labelled "unnecessary" if you set low enough standards. IOs aren't necessary for sure. Enhancements aren't necessary, if certain challenge settings are anything to go by. MMOs aren't necessary for living so I suppose we might all stop playing now. Just because something isn't necessary doesn't mean it's not desirable, valuable or useful.
In the end, beyond a very low minimum threshold, what is and isn't necessary is up to player preference. What can be answered with certainty is the question, "does defense improve the survivability of the build?" The answer is - yes. -
Enzymes no longer work in +Def powers beginning with i22. Your range def is overslotted and AoE underslotted.
I don't see any alpha (or mids' is not importing it correctly) but I'm going to assume Spiritual based on the fact your Hasten is nearly perma with Spiritual core paragon. Agility is probably better since it offers +Def and +Endmod as rather than +Heal, which you do not benefit much from unless you plan to take Rebirth destiny.
AD should be slotted for rech, not endredux. You want to doublestack it to maximize defdebuff resist.
Don't recommend Burnout. You're paying a vast endurance cost on an already endurance-hungry build for the privilege of an extra BU + shield charge once every 9 or so minutes. You can consider OwtS instead as a Steadfast mule (saves 1 slot) or take Confront, which can be useful in itrials for pulling WW in UG, GMs in MoM etc.
Try this. >45 def to all, AD almost perma doublestacked, all attacks cap hitchance vs. +3s, ~.3 EPS more recovery than the previous build.
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The league leader can kick people for whatever reason they like. Your options are form your own, /quit, /gignore or /petition.
I kick people for demoralizing the league ("We're not going to make it," "This is too hard" etc.), playing for rewards instead of fun ("Let's turn every phase into a defeat all so I can get 3 more threads!") and lying dead on the floor instead of hosping. -
Quote:There's an old, old guide out there, dating all the way to back when inventions were just released, teaching people how to get perma-hasten. The very first response was Zombie Man claiming this was broken and would soon be nerfed. Such claims are nothing new. The number of cases where they have been proven correct can be counted on the fingers of one hand (BotZ and Psi assault come to mind).Like the Hami-O exploit that was never going to be fixed?
Check the patch notes for Issue 22.
And yes, quite frankly, Super Strength needs to be reviewed, for the same reasons that Psi Assault was.
The Hami-O exploit was different because the devs have said from the start that it was an exploit, like various AE farms. -
Soul Drain +dmg is like +dmg from Aim (i.e. not affected by ED, but obeys the damage cap). However, the radius is a miserable 10ft, making it very hard to saturate, plus you are venturing into melee on a low def build to use a long-animation power. Dark consumption has the same problem with a mere 8ft radius and it's extremely hard to catch more than 1-2 enemies in the radius. Besides, you should already have limitless end from properly slotted AM.
For defense, you can look at this example build I made, which uses the fire APP, but can probably be modified to work with most pools, since it does not rely on epic shield to softcap). The build should be further refined to fit your playstyle. Even if you can't softcap, small amounts of defense are still valuable since controller rad infection does not floor tohit, even against even cons and out of trials. -
Rad, Time and Kin are pretty versatile - they're just glowy lights and particle effects that could be anything, really. It helps that all of them are top-tier secondaries.
Storm, Therm, Cold and Dark (when it does get released) are a bit more concept specific but might work for elementalist ideas.
FF and Sonic don't quite look the part, and are specialized enough that they don't bring the sort of versatile effects that most comic book wizard characters have traditionally been able to do.
TA probably isn't a good fit.
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This is how I would do it:
"Statesman, Positron, and the Freedom Phalanx perished leading the Alpha team against the Rikti. In the hour of Earth's greatest need, they bravely gave their lives that this city might still stand. But the danger is far from over. Criminals prey on the innocent, dark things lurk under our streets and alien forces still plot their conquest of this world. Too much of this proud city lies in ruins or lost to criminals. Now, more than ever, we need a new generation of heroes to inherit the burden they left us, rout the forces of injustice from our city, and make it once more a shining beacon of hope and freedom."
- Address by the mayor of Paragon City, May 2004 -
New issue looks great. Now let's hope to God the content is properly balanced without excessive rewards given the ease of non-trial content.
And I quite love Diabolique's new look. The hat is awesome and bustier + loincloth is a pretty classic low fantasy sorceress look (which we desperately need to be able to get on player characters). -
On scrappers/brutes, yes. Shields still outclasses SR in every way possible on tankers, including being able to incarnate-softcap and cap DDR (without the exploit), though SR still ekes out a niche as a lowbie tanker set. I always wondered why the set was ported to tankers as is without changes.
You can exemplar all the way down to 32 before enhancement scaling kicks in, I think. That's still a good chunk of the level range. With alpha slot only working at 45+, it makes sense to make dedicated exemplar builds anyway. -
The only problem I see with the changes is people will start using dimension shift under the mistaken idea that it's useful. Controllable or not, you can count on the fingers of one hand the situations where phasing enemies when they could be debuffed, mezzed and dying instead makes a net positive contribution.
Make it a location AoE that slows and has a chance to hold, like Distortion field from time manip. Now that'd actually be useful and not just a tool for griefing sewer teams.