Local_Man

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  1. Quote:
    Originally Posted by Awesome_Clawsome View Post
    I agree.

    The only powers I have skipped on my 42 d/d troller is Possess, Fearsome Stare, Haunt, Soul Absorption, and Black Hole. I like Fearsome Stare but not sure if Fear counts for Containment.

    Btw, I like Fade. It only lasts for 15 secs (adding about 30 to my def), but it only takes a minute or so to rech. I hit it when near at least a few other teammates and it helps enough to keep it in my arsenal. Of course its in my first tray.
    You skipped three of the best powers in my opinion. Fearsome Stare is an essential control power - a great Alpha attack that neutralizes a full group while debuffing their To-Hit. Worry about Containment later after the entire group is controlled.

    Possess? A Deceive/Confuse clone with a better animation that draws NO AGGRO so you can take foes out of the fight before it begins. Possess is wonderful for that straggler who is outside of your AoEs. My Illusion/Rad guide discusses all the great uses of Deceive, and that would apply to Possess, too.

    And you skipped Haunt? A couple of pets who do pretty good damage and can be a great aggro puller?

    I would consider these three powers to be staples of the Dark Control set.
  2. My view has generally been that the damage from the attack chain of Blind-SW-Fire Blast-SW makes the Fire APP superior. And not just because it does more damage.

    Two important mechanics of Illusion should be considered. First, Illusion does Spectral Damage which heals back after a few seconds. If you can kill foes before the heal back, you get to keep the damage. Second, Illusion relies heavily upon its pets. If you have a bunch of minions around, this will dissipate the effect of the pets since they will spread out. However, if you can kill off the minions quickly, the pets will focus on the tougher targets drawing the aggro while doing damage.

    With a fast attack chain of Blind-SW-Blast-SW, you can wipe out minions (and lieutenants) quickly. This lets you keep the Spectral Damage AND helps to focus the pets on the tough targets. If the tough targets are focused on your pets, what do you need Defense for??

    The slower attack chain with Mace will not allow you to kill off minions and lieutenants as quickly. That -Resist may help you do a little more damage when you and the pets attack, but not enough to offset the benefits of Fire Blast. The added pet? Yes, it will do damage . . . but you can't direct it, you can't choose optimal targets to wipe out lower level foes so that the pets will focus on the tougher foes.

    Fireball and Disrupter Blast may have the same Recharge but Fireball does more damage while Disrupter has a 20% chance for knockback.

    I actually use Fire Shield. It reduces the damage I take, allowing my heals to be more effective. So, I don't consider it to be worthless. And Fire APP offers the only self-rez available to Controllers.
  3. Quote:
    Originally Posted by UnicyclePeon View Post
    Local man,

    I slot my deceive and phantom army just as you suggest. I guess you were just clarifying.

    On group invis, yes I meant that, and not grant invis. Thanks.

    Also, when I suggested afterburner, I meant burnout. I may correct my post.

    I did already have five 6.25 sets. Decimation, posiblast, cloud senses, and expedient twice. At least I thought cloud senses gives 6.25. There is an acc tohitdebuff set that does. I made that post from memory on my mobile phone.

    Thanks,

    Lewis
    Oops, I forgot Cloud Senses is also a 6.25% set. (I didn't look at Mids either.)

    I actually have Fly, Hover and Afterburner on my Ill/Rad currently. Hover and Afterburner make nice places for a LotG Recharge to go with SI and CJ. Since Ill/Dark has Shadowfall, you could slot a Stealth IO in Fly, and use Hover, Afterburner, Shadowfall, Combat Jumping and Maneuvers or Group Invis as places for the LotG Recharge.

    It is nice to fit in Recall Friend if you can. You can also use it for a Zephyr -knockback since any other slotting does very little. (You would have to use GI instead of Maneuvers.)
  4. Quote:
    Originally Posted by UnicyclePeon View Post
    4 slot basilisk gaze in blind.
    5 coercive confusion in deceive.
    5 decimation in spectral wounds.
    5 unbreakable constraint in flash.
    4 expedient reinforcement in Phantom Army with 2 more slots to max rech, dam, etc.
    4 expedient reinforcement in phantasm.
    5 horror in spectral terror.
    1 acc and 5 doctored wounds in twilight grasp.
    2 level 50 rech ios or end/rech/slows if preferred in tar patch.
    4 dark watchers despair in darkest night.
    5 absolute amazement in howling twilight.
    5 impervious skin and 1 lotg rech on shadow fall.
    1 lotg rech in fade.
    Either 6 efficiency adaptor or else as per twilight grasp in soul absorption (?).
    6 cloud senses in dark servant.
    1 lotg rech in superior invisibility.
    1 lotg rech in grant invisibility.
    1 lotg rech in combat jumping.
    5 apocalypse in fire blast.
    5 positron blast in fireball.
    1 end reducer in fire armor.
    3 rech in hasten.
    1 blessing of the zephyr -knockback in super speed.
    1 miracle in health.
    3 endmods in stamina.
    1 other powet with no slots. Black hole or rise of the phoenix or afterburner or superjump.

    That ought to get you enough with hasten active, going by local mans numbers. The above would give 141.25% not counting hasten. If I calculated right.

    Lewis
    That's a start, but there are a few minor corrections or suggestions:

    Coercive Persuasion is the purple set for Deceive. But include the Contagious Confusion proc.

    Phantom Army: My recommended slotting is 4 Expediant Reinforcement (leave of the proc and the Dam/End), then finish with Dam/Rech and Chance for Build Up from the purple Soulbound set.

    In Spectral Terror, I think you can use the Glympse of the Abyss set if you don't yet have 5 sets with 6.25% Rech (and I count only 4). I only used Horror in my Ill/Rad build because I already had 5 sets with 6.25%.

    When you said "grant invisibility," didn't you mean "Group Invisibility?" However, if you go with Fly instead of super speed, then you can take Afterburner and Hover, both of which will take a LotG Recharge, and offer a little more function than a useless mule power.
  5. I consider Gravity to be a Controller that focuses on Single target damage -- since it has four powers that do single target damage, Crush, GD, Lift and Propel. As a Grav/Kin, you are in a position to do a fair amount of damage. You skipped both Lift and Propel, Crush is underslotted and GD has no damage in it. I would take at least one of Lift or Propel -- Propel hits hard (and looks cool) but is slow on teams, so if you ONLY play on teams, then Lift may be better if you have to choose only one.

    (My Grav/Storm mostly soloed, so I chose Propel over Lift. I may add in Lift with the new changes.)

    You also skipped Wormhole, which is one of the main reasons to play Gravity in the first place. My guess is that you act only as a kinetics buffer and don't really do much if any controlling? I must admit that I am a controller at heart and tend to focus more on my primary. My feeling is that if you want to focus on the secondary, roll up a Defender.

    Then what to skip? Repel is the most commonly skipped power in Kinetics. Plus, you don't really need it when Singy has his own Repel aura -- just hide in Singy! Personally, I don't like Inertial Reduction either -- having to continually re-cast my travel power is annoying. Super Speed with a stealth IO gives you full invisibility, and a Raptor Pack will give you all the verticle travel you need.

    I also prefer to include Siphon Power. If you don't have a crowd of foes, then Fulcrum Shift isn't enough. Against AVs in particular, Siphon Power can add a lot of damage buffing.

    You don't need that extra Acc in Transfusion, and you have lots of other places for that slot.

    You are a fair amount over the S/L defense cap (for non-incarnate content) and could stand to lose a little: Consider changing your slotting for GD to 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage IO.
  6. Quote:
    Originally Posted by Lucky666 View Post
    I use to know these but my ill/rad is on a dead account with all the IOs stripped but I'm working on an ill/dark and need to know with 95% recharge slotting in hasten and PA what global recharge bonus do I need to make PA perma?

    Thanks!
    My Illusion/Rad guide discusses this in the section on how to make a Perma-PA build. You start out by needing 300% Recharge. Basicly, you need to fully slot PA for 95% recharge, and then you need an additional 206% from other sources. Hasten handles 70% of that. Rad's AM provides 30%, but with Ill/Dark you won't have that 30%. So you will need 136% Recharge from your IO sets.
  7. Quote:
    Originally Posted by Reppu View Post
    I fully support 'to each his own', but when I feel something is bad advice, I will point it out.

    Also, you largely play Illusions, don't you? No Immobilize to take. But, that's not the point at all.

    This is an opinionated thread, and nobody should stress an absolute. As I stressed too, it's like my opinion. Thusly "I think" was in most of my posts.
    I think it is just the way you put it that has folks bothered. Instead of describing someone else's opinion as "bad advice" when many others hold the same opinion, why not simply state that you "feel strongly" that taking the single target Immob is important? Describing someone else's opinion in such authoritative tones is just asking for a flame war.

    To discount my opinion and that of many others when you don't know the level of my experience comes off as a bit arrogant. Yes, I wrote an Illusion/Rad guide that is pretty popular. But I also wrote an Earth/Rad guide which was for a team-focused controller. I've taken two Plant, two Earth, an Ice, three Fire and an Elec controllers up to 50 and a few beyond that. Only about 4 of them took the single target Immob. So I think I have enough experiece to disagree with your assertion that skipping the single target immob is "bad advice."
  8. Quote:
    Originally Posted by Reppu View Post
    I fully support 'to each his own', but when I feel something is bad advice, I will point it out.

    Also, you largely play Illusions, don't you? No Immobilize to take. But, that's not the point at all.

    This is an opinionated thread, and nobody should stress an absolute. As I stressed too, it's like my opinion. Thusly "I think" was in most of my posts.
    Uh, of my 34 level 50 characters, about 14 of them are controllers. I have quite a few other controller characters who are not yet 50. I have at least one of every primary at 50 (except Dark). A few of them were built to solo, and those have the single target Immob. Most of them don't have it. Most of them do decent damage without it.
  9. Quote:
    Originally Posted by Reppu View Post
    Why would you skip any of those? Don't be a turd.

    And I do think you're all wrong. What are you doing on an AV besides dealing damage when Purple Triangles are up? If you skipped the ST Immobilize, you have to use the AoE Immobilize. Yeah. Have fun with endurance cost and really poor damage you HAVE to use everytime it's off cooldown.

    There is NO logical reason to ever skip the ST Immobilizes on an >Controller<. Dominator sure. Controller inexcusable.

    There is no power I can see from Aux Pools or the like that would outweigh the benefits of the ST Immobilize. Because being able to ST Immobilize > Hold > APP/PPP Blast > Repeat is how you're contributing against a big, bulky, impossible to hold target.

    Unless you have an extremely busy secondary (Hint: None are that busy), you have NO reason not to be dealing as much damage as possible. You hit Fearsome Stare, you hit your AoE immobilize, you use HEart of Darkness if you really want? Then you blast the singles down and mix in your AoE immobilize/patron/power AoEs for flavour.

    You are always dealing damage and you always should unless a priority sparks.

    Do not skip the ST Immobilize for anything BUT the AoE Immobilize if you HAVE to drop THAT many powers. And you honestly shouldn't need to.

    Between dropping Shadow Field ( You don't need it you have Fearsome Stare and Heart of Darkness), Soul Absorption for now, Fade for now, and Black Hole? You have plenty of room to weasel around.
    In my original post, first please notice that I said what "I" would be doing. If you want to do something different, that's your choice. I acknowledged that the single target Immob is a good damage power. But leveling up on a team-focused controller, I find that there are plenty of things to do rather than focus on single target damage. My damage-focused teammates can usually do damage much faster than I can.

    No offense, but I have played lots and lots of controllers, and I've generally been pretty effective at it. Many of them skip the single target Immob. Your "my way or the highway" attitude fails to take into account varying playstyles.
  10. There are really two levels of stealth. Shadowfall, Steamy Mist, Arctic Fog, Stealth IOs and Super Speed all have "half invisibility." Group Invis and Superior Invis have full invisibility. To get full invisibility with Shadowfall, you have to combine it with Super Speed or a Stealth IO -- it won't stack with any other half invisibility.

    Yes, Shadowfall has slightly higher unsuppressed Defense. Also, Shadowfall shares Defense and stealth with other members of the team and your pet. On my Ill/Storm, I skipped SI and went with Steamy Mist+Super Speed and it worked well. But Shadowfall alone will not give you full invisibility.

    As for what to slot for . . . The key to any Illusion controller is going to be Recharge, as you want Phantom Army up as much as possible. Perma-PA is the goal. Once you have Perma-PA, Defense isn't all that important since your strategy should be to let PA gather all the aggro. I would put sufficient Recovery second to Recharge. But some folks still think Defense is key.
  11. I don't plan to skip anything other than Black Hole and the single target Immob. The single target Immob can be used as a damage power, but if you plan to mostly team, it is skippable.

    I would not skip the AoE Immob. Darkest Night + AoE Immob is almost like an AoE hold, since the foes can't move and can't hit you.

    I also would not skip the AoE stun, since the stun will stack with the stun in Howling Twilight. A mag 3 stun (with a 20% chance to add an extra mag) can stack with a Mag 2 Stun to get bosses.

    Dark/Dark seems to have a lot of powers that will combine to provide an overall effective control. Just remember that while a power by itself may be unimpressive, it can be more effective in combination with other powers. I plan on trying everthing other than Black Hole. (I've tried Black Hole on both my Dark/Elec Defender and my Thugs/Dark MM, hated it both times.)
  12. I have always loved Propel. To me, Gravity is a pretty boring set except for three powers: Propel, Wormhole and Singularty. My Grav/Storm has been a solo build, so I used GD-Crush-Propel as my attack chain. It wasn't very fast, but it hits hard . . . not everything is speed. Crush did more damage then Lift per activation AND it set up Containment when GD missed. I haven't tried my Grav/Storm yet, but I'm looking forward to seeing the improvement to Propel.

    I want to look at my build and see whether I can add Lift. But there's no way that I will give up Propel.

    I'm not convinced that the changes to Dimension Shift make it worth taking. Every time I have tried any of the Intangible powers, I've hated them.
  13. Quote:
    Originally Posted by Hindenburg View Post
    I made a ice/cold controller awhile back for pvp. I lost interest in it because (iirc) it would reach capped slows after 2-3 applications. Basically, my primary or secondary could cap slows on a target so there was no need to take both (ice and cold).

    Does this seem correct?

    If my whole purpose was to slow, then this build is a failure, right?
    (I know there's plenty of excellent tools in the build, but I'm talking about slows only)

    In short, the 2 types of slows is a waste and I should reroll into a primary or secondary thats not slow related like a cold/rad or a cold/TA controller.

    Anyone agree with this comment? or have any advice for me?

    also, Power Boost doesn't affect slows according to Mid's. Is that correct?
    If you are looking at slowing a single foe, then Ice/Cold can easily go far past the slow cap. Remember, however, that AVs have high resistance so what appears to be excessive Slow on non-AVs will actually have a pretty decent effect on AVs.

    In terms of AoE slow, you will be able to slow huge groups. Arctic Air and/or Shiver, Snow Storm and Sleet. Each of these powers is near or at the cap FOR EVEN CON FOES. You will need a little more for higher level foes if you want to hit the Slow and -Recharge caps . . . but do you really need to hit the caps? Probably not.

    Is Ice/Cold a waste? My experience with Ice Control is with an Ice/Storm, which has a number of powers shared with Cold. I don't feel excessive amounts of Slow are a waste. Leveling up, I had both Arctic Air and Snow Storm -- AA was for melee while Snow Storm was my ranged Slow. Snow Storm was my "set it and forget it" toggle that also knocked foes out of the sky. (I could have used Frostbite, but the -knockback conflicted with my Ice Slick.) And then I had Freezing Rain, which I often combined with Ice Slick or sometimes alternated with Ice Slick.

    Once inherent Fitness was added to the game, I also added Shiver to my build. Why? It is an awesomely huge cone that has actually come it quite handy on things like the ITF and some Incarnate Trials. Many of the later TFs and newer content features huge groups of foes, and having several AoE Slows have been very helpful. An AV hit with Snow Storm plus Shiver plus Arctic Air will noticeably slow.

    With Ice/Cold, you will also have Infridgidate to add even more single target slow. No, I don't think it is a waste. I have fun with my character who is a "Slow Monster." Whether it is fun to you is individual choice.
  14. Quote:
    Originally Posted by MentalMaden View Post
    Oh, my reading comprehension FTL. Sorry I completely misread this whole debate.

    For whatever reason, I was thinking we were talking AOE hold not ST. Yeah I can see a single SO as ok although I'd probably go 1 Acc, 2 Hold, 2 Dam or Dam and Rech. Something along those lines. But I totally see Milady's and Boomies point and see them as viable as well. One exception to the advice: I never play hoping to rely on someone elses power to compensate for my slotting.

    That said, while I think 1 Acc is fine, I much much prefer the ability set IOs give you in increasing all the aspects we're talking about. While a single SO will be fine, I'd still always rather have just a tad bit more.
    I agree that while 1 Acc is fine most of the time, a little bit more than one Acc is really better. But we were talking about SO slotting, and 1 Acc may not be enough against high level foes or if there are some ToHit Debuffs flying around. Two enhancements give you full value while a third one begins the deminishing returns. But I agree that it really is optional, and 1 Acc is adequate most of the time.
  15. Quote:
    Originally Posted by dugfromthearth View Post
    I use static field then RI and EF. I consider the rad debuffs more valuable than additional controls at that point.
    I prefer Controls over Debuffs. Why? Controls stop the foe from doing anything, giving me plenty of time to apply debuffs later. Debuffs will reduce the number of hits from a foe or the amount of damage, but I or my teammates still get hit. And on teams, by the time RI is applied, either the foes are dead or a teammate is. When I control first, I usually have time to apply EF but not RI before teammates have killed most or all of the foes. Also, controls stop foes from mezzing me while debuffs don't.
  16. Quote:
    Originally Posted by dugfromthearth View Post
    I'm actually doing electric/rad.
    I'm assuming with the -def in radiation infection I can live with a lower accuracy
    Not really. Accuracy is key for Alpha Strikes, before you apply the Rad Debuffs. And I find that in higher levels, I only use Radiation Infection on really tough foes due to the long cast time. Enervating Field is used much more often due (in part) to the faster cast time. To reduce Accuracy based upon RI, you would have to apply RI before the other controls . . . which will draw aggro.

    My Elec Controller is an Elec/Rad, too. Solo, I generally start with either Synaptic Overload if it is up, then Static Field, then run in with Conductive Field+Choking Cloud to drain endurance while holding. Then I let the Imps defeat the foes while I keep them controlled.

    On teams, I often use Static Field, Fences and then Jolting Chain, then run in.
  17. Local_Man

    HO tricks

    I haven't tested it, but I'm moderately sure that Micros will no longer enhance Slow.
  18. Quote:
    Originally Posted by dugfromthearth View Post
    for leveling and just having a basic clue with Electric Control. I've never used an electric set and tried to drain END (I have tried an elec/elec tanker)

    I'm not sure what is worth slotting for in the powers. Which ones have end draining worth slotting for, etc.

    I am putting something just to have something to argue about

    Electric Fence - Acc, 3 Dmg, used for single target damage

    Tesla Cage - Acc, 3 recharge, 2 Holds, for use as often as possible with stacking duration

    Chain Fences - Acc, I'm skipping this one so far, but I see it as just for immob and containment, recharges fast enough, dmg is trivial

    Jolting Chain - Acc, recharges fast enough, dmg is trivial, slotting for knockback would turn knockdown into knockback

    Conductive Aura - Accuracy, End Mod (to drain them and recharge you), Heal (to heal you), damage is trivial. Energy Manipulator chance for disorient.

    Static Field - Accuray, End Mod to drain them, 3 recharge, (does not take Energy Manipulator chance for disorient)

    Paralyzing Blast - Accuracy, 3 recharge, 2 holds, for use as often as possible

    Synaptic Overload - Accuracy, 3 recharge, 2 confuse duration

    Gremlins - Accuracy, 3 damage

    I assume the standard solo tactic is run conductive aura constantly, drop static field to sleep foes. Use Tesla Cage and Electric Fence to take them out one at a time.

    For teams I assume the standard tactic is to run conductive aura constantly, drop static field to sleep foes, hit them with Synaptic Overload to prevent recovery and confuse them

    Jolting Chain and Paralytic Blast strike me as use when needed (which should be rarely) powers
    You have much of the basic idea, with a few tweeks.

    Tesla Cage: 2 Acc, 2 Hold, 2 Rech really gives you the most benefit. You want this power to hit, and that third Recharge has a fairly small benefit -- especially if you have Hasten.

    Chain Fences: I use this power a fair amount to make sure that groups don't spread when they get woken up by various powers. Since it does not have -Knockback, you can use it effectively with Jolting Chain. 2 acc, 1-2 EndRdx, and then damage procs (Posi-Blast and Trap of the Hunter are reasonably priced.) You can also slot this with EndMod to help with draining.

    Jolting Chain: 1-2 Acc (depending on how often you use it and whether you have a regular practice of targetting low level foes), 0-2 Rech. Jolting Chain can be used as a signfigant source of control when combined with Chain Fences. I have used Static Field on one group, and then Immobed a second group with Chain Fences and spammed Jolting Chain -- it is not "lock down" control so much as mitigation control. It disrupts the foes' ability to attack and reduces the damage they do. A Devastation Chance for Hold is nice here.

    Conductive Aura: Acc and EndMod is correct. I never bothered with the proc, which only has a 10% chance to stun, and I think may only be mag 2. But I never tried it.

    Static Field: Acc and Rech, EndMod if you have spare slots.

    Paralyzing Blast: Like other AoE Holds, this has a 20% Accuracy penalty. 2 Acc, 2 Hold, 2 Rech.

    Synaptic Overload: 2 Acc, 2 Conf, 2 Rech. This is a very, very useful power since it does not draw aggro. It is a great Alpha Strike power, even better than Static Field, but (a) takes a while to chain, (b) if it misses the first target, it misses everything, and (c) if foes are too spread out, the chain doesn't work. If it misses, you can always use Static Field. I find it more useful solo -- on teams you have to run ahead to give it time to chain before the rest of the team gets there.

    For solo strategy, you can always consider taking an additional attack power like Air Sup. Air Sup's knockdown really works well with Electric control, keeping a foe controlled which you beat on him. Once you get Synaptic Overload, you will often lead off with that. Once you get the Gremlins, they become the majority of your damage -- you mostly focus on controlling while the Gremlins do the damage.

    On teams, you may have to adjust your strategy depending upon the team. If the team has a lot of AoE DoT, then Static Field becomes nearly useless. (I hate teaming with Fire Controllers.) Yes, Static Field is your main control power. Depending upon the team, you may have to run ahead to use Synaptic Overload. You may use Paralyzing Blast more often. Or you may find that Chain Fences+Jolting Chain is a wonderful way to reduce the damage being taken by your teammates -- That's what I use most when I have to deal with a Fire Controller or a Blaster using Rain powers.
  19. Local_Man

    HO tricks

    Quote:
    Originally Posted by Ice_Ember View Post
    HO's USED to be 50%... back in the day... (I never had any that high, they were lowered before I made it to Hami levels.)
    That was before the STF and LRSF, so the only way to get Hami-Os were Hami Raids. Also, there were no markets so the only way to get the Hami-Os you wanted were to either earn them or trade for them.

    I would love to see Hami-Os go back to those old levels. With ED, the added enhancement would not be a problem. Furthermore, by slotting Hami-Os, you forego IO set bonuses. However, since they are far more common and easier to get now than when they had the higher values, the Devs may find this a basis to not make a change.

    On the other hand, they could only buff Hami-Os and not Synthetic Hami-Os.

    The change coming with I-22, where Hami-Os won't be able to enhance aspects which are opposite to the listed aspect. No more using Enzymes to enhance Defense or Centrioles to enhance Damage Resistance. So buffing the amount of enhancement in Hami-Os shouldn't be unbalanced.
  20. Local_Man

    HO tricks

    There are still lots of great uses for HOs. Enzymes in Rad's Radiation Infection. Acc/Mez or Dam/Mez in powers that do more than one kind of mez.

    I don't know if the I-22 changes will make it so that you can no longer enhance aspects of powers that couldn't be enhanced otherwise.
  21. My experience with Trick Arrow is from my Illusion/Trick Arrow and a TA/Arrows Def, and my experience with Gravity is with a Grav/Storm (after trying several other combos with Grav). I don't have direct experience with Grav/TA, but I agree that TA is probably one of the better secondaries with Gravity.

    I have tried Flash Arrow and I'm unimpressed. My TA/Arrow Def still has it, but I'm still not impressed. Consider putting a Celerity Stealth in Super Speed and then dropping Flash Arrow. Full invisibility from Super Speed will let you lead Singy into battle to be your tank, and then you can back off to fire your arrows from range. I have Crush in my build, but I skipped Lift. (Mine is a mostly solo Grav/Storm.) The changes to Lift make it more appealing, so I may look at my build to add it back in. However, one advantage of Crush is that it sets Containment if GD misses. It also does OK damage over time.

    I slotted GD with 4 Baz Gaze, an Acc/Dam Hami-O and a common Damage. GD can add some decent damage since you use it so often.

    By the way, if you keep Flash Arrow, it does not need Accuracy except in PvP. You should slot it with either a ToHit Debuff or Recharge.
  22. Quote:
    Originally Posted by ketch View Post
    Well then... in the spirit of nit picking. Most is not always more than 50%. If we go back to my bag of M&Ms with 50% blue, 25% green, and 25%, blue would be the most common; if sampled randomly, blue would be the most frequently color chosen. In neither case, however, would it exceed 50%.
    Stupidly picky grammar discussion:


    Ah, you see you are changing the object of the adjective. Your original use of "most" was quantitative rather than comparative. "Most" referred to the number of controller sets in your original usage -- you stated, "Tornado and the AoE immobilize are a given for most control sets." In fact, Tornado works with an Immob with -knockback for half of the current control sets which is not "most."

    When you change it to "most common" then you are changing the object of the adjective to "common" which is a comparison between groups rather than the group itself. When one group has twice the number of items compared to two other groups, then "most common" is correct. It would be equally correct to use "most common" if you had 20 blue M&Ms, and 16 Red M&Ms and 17 Yellow M&Ms. Even though the blues were not more than 50%, they are still the "most common." However, you would not correctly state, "Most of the M&M's are blue." The same analysis applies to "most frequently."

    But enough of this. My initial stupidly picky and completely unnecessary correction was, in fact, correct.

    Quote:
    But re-addressing the original topic, the changes that have been made recently to Dark Affinity have left a better impression of it in my mind than it initially had. Fade has been given resistance in addition to defense and is permable with a significant investment in recharge. My initial attraction to Dark/Time was mostly to pair powerful to hit debuffs with powerful defense buffs courtesy of Power Boost. That may be a bit of overkill. DA's mixture of buffs may prove more potent in the right build.
    The changes certainly do make Dark Affinity more appealing. A powerset with one useless power (Black Hole) is certainly better than three.
  23. Quote:
    Originally Posted by ketch View Post
    Let's just nip pointless semantics in the bud here.

    Most - greatest in number; greatest in amount, degree, or extent

    Four sets can spam their immobilize to minimalize knockback, two sets cannot spam their immobilize to minimalize knockback, and two sets lack an immobilize. That's 4:2:2. If that doesn't satisfy one's qualification for most you can add dark to the mix and look at it as 5:2:2 or simply 5:4.
    Actually, "most" is more than 50%. For a 4:2:2 grouping, you might say that the largest number are in the 4, but not that 4 are "most." We can't add in Dark because it is subject to change -- it is not a current control set.

    And picking nits is what I do . . . I'm a lawyer who does a lot of business law contract work. And this is the Internet where it is our job to threadjack whenever possible over the stupidest and most microscopic details as though they were vital to all of human existance.
  24. Quote:
    Originally Posted by ketch View Post
    Tornado and the AoE immobilize are a given for most control sets. However, Dark/Storm may have a more difficult time pulling it off because its immobilize is a cone. Fire, Plant, Earth, etc. can more easily cover a very large area of foes to negate Tornado's knockback by simply spamming their immobilize while Dark has to consider their positioning for better coverage.
    Just a slight correction: Fire, Plant, Earth and Ice all have -knockback in the Immob. Illusion and Mind don't have an AoE Immob, and Grav and Elec don't have -knockback in their AoE Immob powers.

    So that's not "most" -- it is exactly half of the current sets.

    It seems to me that Dark/Storm should be an awesome pairing . . . and if I didn't already have four */Storm controllers at 50, that's what I probably would roll up. Besides, theme-wise it would fit the ole' "It was a dark and stormy night" trope.
  25. Quote:
    Originally Posted by Treees View Post
    Apparently Entangle adds more DPS than Strangler does. I'm ok with either though!
    Actually, Strangler does slightly more damage per activation, but does it a lot faster. Take a look at the numbers from City of Data:

    Entangle does 5 * 3.06 Smashing damage every 2s over 9.2s plus 5 * 3.06 Lethal damage every 2s over 9.2s plus Containment damage of 5 * 6.12 Lethal damage every 2s over 9.2s. It also applies a Mag 4 Immobilize with an "overpower" chance of 50% to apply an additional Mag 1 (which is usally wasted since Mag 4 will immobilize bosses). Base Recharge is 4 seconds.

    Strangler does 5 * 6.73 Smashing damage every 1s over 4.2s plus that same amount again for Containment. It also applies a Mag 3 HOLD with an "overpower" chance of 20% for an additional mag 1. The Overpower will hold Bosses in one shot. Base Recharge is 8 seconds. However, the recharge becomes far less of a factor once recharge is added to the power and globally.

    The fact is that a HOLD is a far better control power than an Immob. The difference in damage is minimal. Strangler does more DPA over a shorter period of time, while Entangle does its damage over a longer time but recharges faster. Don't forget that most of Entangle's damage is Lethal, which is more highly resisted than Smashing. Robots are weak to Smashing but resist Lethal.

    A single target hold is essential for a controller to, well, CONTROL. If you want a DPS character, don't roll a controller. On all of my controllers (and I have a lot), I always take the single target hold as soon as it becomes available. I may or may not take the single target Immob depending on the build.