Local_Man

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  1. Quote:
    Originally Posted by The_Spad_EU View Post
    Henry Fonda was in Meteor and The Swarm, you might be right about Jack Lemmon as I couldn't find anything clear cut for him.
    That's what happens when I don't check IMDB. I suppose you could say that Jack Lemmon was in a fantasy simply because he shared screen time with Marilyn Monroe . . .
  2. I can't recall any for a couple of my favorite old-time actors: Henry Fonda or Jack Lemmon.

    I'm not sure that I would agree that a Musical is a fantasy. Certainly some musicals have fantasy elements, but a musical is a style of film/play. I would not consider, for example, Oklahoma to be a fantasy at all, while Mary Poppins could be condidered fantasy. Besides, there are a few musicals that have more realistic grounds for the music . . . A Chorus Line, for example (great play, mediocre movie).
  3. I have been quite happy with my Stone/Fire Tank, Mickey Mantel (get it? Mantel as in fireplace?). With a few sets of Kinetic Combat, I was able to softcap to Smash/Lethal in Rock Armor, which allows me to save Granite only for when I'm taking a lot of other types of damage. Plus, the Chance for Knockdown proc in my three lowest attacks adds a little bit of mitigation.

    By staying out of Granite other than as a kind of "panic button," I don't suffer the recharge and damage penalty. Still, his primary focus is to draw aggro rather than do damage. The combination of Mud Pots, Combustion and Fire Sword Circle is excellent for drawing aggro and doing a bit of damage as a bonus. With Build Up, it wipes out most minions. Another nice thing about Fire Melee . . . only a few types of foes resist Fire damage.

    I made a pretty classic build, with Teleport for travel while Rooted, and a bunch of Gift of the Ancient sets with the Run Speed boost. I skipped Brimstone and Crystal armors, but took Minerals late. With the extra powers from inherent Stamina, I could add in Super Speed for when I can travel without Rooted on.
  4. Well, I know the Lockdown USED TO BE 20%. I remember when the Devastation Chance for Hold proc was dropped from 20% to 15%, but I don't recall seeing that the Lockdown proc was changed. My bad. I thought it was still 20%.

    I can't check in game now . . . but Paragonwiki said it is 15%, so I'll agree that I was wrong.

    I was also wrong about the boss numbers. . . . I have too many numbers flying around my head today, and I was being dumb. I'm not sure what I was thinking . . . of course the +2 Mag will only hit bosses if you already have Mag 2, so that's only 50% of the time.

    Hey, at least I admit when I'm wrong. . . . Sorry. I went back and fixed the prior post.

    As for the Accuracy . . . I have never aimed to slot Accuracy in Choking Cloud, even though some got in there from the sets I use. I simply relied upon my global accuracy to handle it. Red Tomax's City of Data entry lists Choking Cloud as having an accuracy of 1.0, which means the default accuracy. Once I have some time this weekend, I'll try to take a look. I have two Fire/Rads at 50 and an Elec/Rad at around 41 who have Choking Cloud, so I'll try to take a look.
  5. Quote:
    Originally Posted by Dr_Dismemberment View Post
    I think this is some of the general misinformation that has been going around for a while. While unenhanced, this information is correct, global to-hit powers dramatically change the final probabilities. Global to-hit and mob -to-hit both have a direct impact on the final probabilities. You can see the rolls in the combat log and it is trivial to test out, just turn on and off RI while watching the combat logs with CC turned on.
    Sometime in the past, there was a discussion about how Choking Cloud works, and questions were being thrown around about the effect of Accuracy and buffs on the power. Castle came in the thread and stated that the percentages (the 50% and 80%) were built into the power and could not be enhanced; only the initial hit roll could be affected with global accuracy.

    I suppose that could be wrong, but Castle generally knew what he was talking about.

    I'm not sure the combat logs are reporting the correct information, but I haven't spent time testing. With any "chance for" system, it will take a LOT of testing to determine statistically whether the numbers are correct, and you also have to worry whether the system is actually reporting the data you need to get a statistically significant sample with a small enough variation.
  6. Quote:
    Originally Posted by peterpeter View Post
    It's too bad about frostworks. I had hoped it worked like Dull Pain, which is a fine power for regen scrappers. I admit I didn't bother looking at the numbers. I guess I'll respec out of it later. I appreciate all the advice. I just hit 18 and picked up the big sleep power. Probably not much use since I team almost all the time, but I've never had a mass sleep power before so I wanted to try it out.
    Flashfreeze has its uses -- as a ranged AoE, it can be effective to stop a new group coming in, or to thin out a group (It sleeps minions and lieutenants, but will let the bosses come through), or if you have a team who doesn't act like a group of Pirranha (like most teams do) and let the sleeping guys sleep for a second while players with siphon-type buffs (like Kinetics) buff up. It is far more useful solo than on most teams. It is also the most frequently skipped power in Ice Control.
  7. Quote:
    Originally Posted by Dr_Dismemberment View Post
    I'm thinking about doing some more testing and writing a guide about Choking Cloud because there is a lot of misinformation about it going around the boards. With RI, tactics and the +6 to-hit IO, CC is nearly maxed for hold on the first tick and maxed on the second (I haven't done exhaustive testing yet though, so don't quote me on that -- it is pretty darn high though). The chance to hold IO will have minimal benefit (maybe a percent or so extra chance of holding lieuts on the first tick at best). If I had an extra slot to put back into it I would definitely put back the PvP damage proc (which makes it a good hold power and an even better damage AoE power).

    The big thing with CC is stuns because it is an aggro magnet and a single stun/mez/disorient/sleep can have you faceplanting very quickly especially since RI/Tactics get suppressed and CC gets turned off. This is one of the main reasons I went with a high defense build. With this build, you basically need to consume purples like candy...devote 3 or so columns for them and take them *proactively*. Indomidable Will really is the way to go for CC and convenience, however the rest of the Psionic pool seems pretty meh, so I have an extremely hard time putting it into my builds.

    I think CC is particularly good for Illusionist because they have no fast recharging AoE containment inducing power unlike virtually every other controller set. However, Phantasm's knockback will tend to ruin the effect of CC (as well as many other things like knocking stuff out of Ice Storm, annoying melees, etc.). I absolutely hate Phantasm's knockback, so I only really bring him out for elite bosses and tougher mobs once leveled. If you like having Phantasm out all the time, then CC is probably not the power for you. However, between CC and Phantasm, I believe a proc slotted CC will definitely do much more damage than Phantasm over time vs groups and provide vastly better control/mitigation (although at the expense of being a constant and heavy endurance drain).

    PS. I went and updated the build to put back in the 4th damage proc to CC.
    High Accuracy only goes so far in Choking Cloud. Yes, it does check for a ToHit first. It starts at the base 75% and is supposed to not take Accuracy . . . but we know you can fit in Accuracy with sets, Hami-Os and global accuracy. Plus Defense Debuffs such as the one in RI have the effect of adding accuracy. But still, the 95% cap is in effect, so anything over the 95% cap is wasted. I find that on most of my higher builds, I have plenty of global accuracy and don't really need to slot Choking Cloud for more accuracy.

    Once the power hits, then it does two more random number checks. There is a 50% chance of a Mag 2 hold, and an 80% chance of a Mag 1 hold, and the two holds will stack. As a result, you get:
    10% chance of 0 Mag
    40% chance of 1 Mag (which does nothing on its own, but will stack with other holds)
    10% chance of 2 Mag (which hold Minions only, but will stack with other holds)
    40% chance of 3 Mag (Minions and Lieutenants, and needs another hold for bosses)

    For each pulse, minions will be held 50% of the time that the power hits, and Lieutenants will be held 40% of the time. At level 50, the hold has a base duration of 7.45 seconds and pulses every 5 seconds. If you fully slot Choking Cloud for Hold Duration (95%), that hold will last for about 14.5 second -- just shy of 3 subsequent pulses. Set bonuses that add hold duration can get it past 15 seconds.

    One thing I have not yet tested is whether procs in Choking Cloud have a chance to fire off on every pulse, or if they have a chance to fire when the power is cast and every 10 seconds afterwards. I suspect that the latter is true, since procs in toggles generally activate every 10 seconds.

    <Fixed because I was being dumb>
    Because of the odd way that Choking Cloud stacks mag, the Lockdown proc seems to work well. On the 50% of minions not held, the Lockdown proc adds a 15% chance to hold them. Of the 60% of Lieutenants not held, the Lockdown proc adds a 13.5% chance to hold them. Same with 50% of bosses. In effect, it adds a 7.5% chance to hold more minions, slightly over 8% chance to hold more lieutenants, and an 7.5% chance to hold bosses (which Choking Cloud cannot do on its own).

    You see the Tesla Cage animation pop up a lot. However, many of those are on foes who would have been held by Choking Cloud anyway. Still, I think that the proc is quite effective in Choking Cloud. I am not completely sure if the proc has a chance to fire every pulse (5 seconds) or every other pulse (10 seconds). I really should test that.
  8. For an Illusion/Radiation, the single target blast really adds a lot. Illusion is far more single-target focused than Plant/Storm, and that fast animating, fast recharging blast lets you have a nice attack chain of Blind-Spectral Wounds-Ice Blast-Spectral Wounds.

    Personally, I tried Choking Cloud on my Ill/Rad and hated it . . . but that was long before IOs. Still, my playstyle with my Ill/Rad is to stay out of melee, let the PA and Phanty's decoy take the aggro, and take down single targets from range. I use Deceive a lot because it is such a good control power that draws no aggro. I am generally fond of saving my own tail first, and I don't play my Ill/Rad as an in-your-face aggressive type of character.

    The good Doctor's build here is clearly different than my playstyle, with no Deceive, high defense and Choking Cloud -- but if it works for him, that's great. It is a pretty expensive build, however. I see quite a few choices that I would do differently for my playstyle, but I don't really see any significant problems (but I haven't looked it over in Mids).

    On my Fire/Rad, I love Choking Cloud and it is a key part of my strategy. But still, I focus more on Control first before damage. I have 4 Unbreakable Constraint (including the proc), the Lockdown +2 Mag proc and a common EndRdx. The Lockdown proc is great in Choking Cloud if you are focused on control, but in his build, he is more focused on using Choking Cloud as a source of damage from the procs so I'm not sure it is needed.

    I like Hibernate and have it on a bunch of my Controllers, but most of them are Controllers who do not have a self-heal like my Ill/Cold, Ill/Storm and Ice/Storm. With a high defense build AND a self-heal, it is easier to skip Hibernate.
  9. Quote:
    Originally Posted by _Klaw_ View Post
    /kick
    CMA, you can correct me if I get some details wrong, . . .

    CMA and I and a few other regular teammates started up a TF, and we had two more slots to fill. All of us regulars were on Ventrilo together, which the two others did not know. The TF filled up.

    One guy, let's call him MISTER, who was one of the PUG invites started sending tells to our leader saying that his buddy had just logged on. MISTER wanted the leader to kick one of the others so his friend could join. There was an entire series of tells where MISTER was explaining to the leader that various team members wouldn't be very good in not overly nice terms. What MISTER didn't know is that the leader was telling the rest of us over Ventrilo what was happening in the tells . . . and asking us what he should do. One of our buddies said, "Give me me the star!" . . .

    and as soon as he got the star, he said, "I'll kick someone!" and he promptly kicked MISTER.

    MISTER had a few choice words at that point, but the rest of us were laughing too hard to pay attention.
  10. What I would love to see is "Mids Hero and Villain Builder for the Android" . . . the ability to work on builds while sitting around waiting for someone to show up, and then e-mail them to myself for use later . . .
  11. Spiritual also has Healing and Slow in the upper tiers . . . Healing for Transfusion and Slow will help Siphon Speed. If you have Tactics, Spiritual can also buff your ToHit Buff.
  12. I don't have access to Mids right now, so I can't comment on your build. However, I might be able to take a stab at a few of your questions.

    Quote:
    Originally Posted by Wonka View Post
    So I've been gone a while and going rogue's brought me back. Dusting off my fire/rad build and noticing I have a few extra hundred million after running tips and going villian.


    Trying to decide between soul drain from the villain epic pool (already did the arc) and indom will from psi mastery... can easily perma it and I sort of like psi tornado even if it is slow animation (specially once I add the force feedback proc to it)... (already tier 3 spirit alpha so on top of 5 lotg's and hasten/AM I recharge pretty quick.

    So some Q's

    1 well guess the Q is is soul drain worth it with low controller base damage as opposed to indom will and the feedback proc.
    I can't help you there. I haven't tried Soul Drain yet. Indom Will is key to preventing Mez from turning off Hot Feet and Choking Cloud, which is why I have it. You might be able to get by without it in a high defense build.

    Quote:
    2 Does the feedback proc have a cooldown? Is it better for tornado than just adding the positron proc?
    Yes, it has a cool down to prevent it from stacking. Plus, you already have so much recharge in your build that a little more will have minimal benefits -- I would think the damage proc would do more good.

    Quote:
    3 Couldn't find info on the soulbound allegiance proc... how good is it for a fire controller/how does it work?
    The Soulbound Chance for Build Up has a chance to hit every time a pet attacks . . . which makes it wonderful especially in Fire Imps and Phantom Army. It has three times the number of chances to hit.

    Quote:
    5 Going to run tactics (on top of 60% global accuracy from purple sets)... how exactly does the gaussians proc work? Worth it with lower controller base damage?
    The Gaussian's proc will have a chance to go off when you activate Tactics and every 10 seconds while the toggle is active . . . so most of the time it goes off, you won't be in battle. Personally, I wouldn't use a slot for it unless I'm building the entire Gaussian set for the nice Defense bonus.

    I can't see your build, so I can't address your other questions.
  13. Quote:
    Originally Posted by Fulmens View Post
    /search
    Choose level you're interested in finding, and if you're fussy choose archetypes.
    * Names in grey are ON teams. Don't invite them. That's a roosterhead move.
    * Names in blue are not in missions, not on teams. Read the search request; it probably says things like "not looking" or "do not invite" or "do not blind invite." The latter is just a little fussy. But a lot of people are. If you find someone who's set to "Looking for Team" or "Looking for TF" that's an extra bonus.
    * Names in yellow are on missions.
    * Names in purple are leaders of teams that have room. They can be touchy about being asked to invite you.
    * Names in other colors... I can't keep track.

    Once you HAVE people spotted, type something like this:
    /t $target, Setting up Manticore TF, takes about 1.5 hours, exemplars to 35. Interested?

    Click the person in the search window, and send.
    Click the next appropriate person, hit "enter-uparrow-enter" to open your chatbox, reselect the last message, and send. It will go to the new $target.

    If someone sends a tell back saying "Not right now" or whatever, EVEN IF THEY WERE KINDA RUDE, send a reply like "Sorry to bother you. Good hunting." Most of them will say something like "No problem!" But to some of them, you WERE bothering them. In their head. Doesn't have to make sense to you, but some people don't like the multiplayer part of MMO's.

    To the peanut gallery: Have I left out any steps?
    I like to set the tell as a macro . . . which makes it easier.

    /macro MTF t $target, Forming a Manticore Task Force. My plan is to run through it quickly, depending upon team. You must be at least level 30 and will exemplar higher level characters to level 35. Are you interested?

    Then I set up a couple more for responses I get:

    /macro Thanks t $target, Thanks for responding. Sorry you can't make it.

    /macro Swtch t $target, Great! I'll hold a spot for you while you change characters. Please send me a tell as soon as you have logged in on your new character for an invite.

    That way, I can pick a name from the /Search window, click on the first macro to send the tell. I get a response from probably half the people, with several saying they can't right now. If I get a response, I can invite to the team or I can use the appropriate second macro.

    I only bother using this procedure if the Global Channels and my Friends list don't work. But as a last resort, this system works well, and the Macros let me be a bit more polite . . . people remember that if I ever send requests to them again.
  14. Auto powers (ones that are always on and use no endurance) should be slotted with 3 SOs only. Any more than that have very minimal benefits. However, people will often use more than three Invention Origin enhancements to get set bonuses.

    Toggle powers can take some Endurance Reduction, too. In most shield-type powers, you can slot 4 IOs from a set to get capped Defense or Resistance and enough Endurance Reduction.

    Take a look at the guide written by a friend of mine, Call Me Awesome. It tells you how to make your build softcapped for a fairly inexpensive price.
  15. Quote:
    Originally Posted by icemanstryketh View Post
    God Local, this guide is a work of art I can only hope you take to publishing more like it. You are a legend in my book.
    That's nice of you . . . frankly, a lot of the credit should go to the many people on the Controller forums who have contributed information over the years, and especially the folks at CoHTitan who maintain the Red Tomax and ParagonWiki sites. I just tried to compile a lot of their info.
  16. You will find that the people in City of Heroes/Villains mostly try to be helpful and encouraging to new players. As many people said, the Paragonwiki is a great source for information about the game generally. The forums are great places to ask questions about specific things.

    There are also a lot of guides written by players. These are a great place to go for information on a wide range of topics . . . from the game's story, to technical issues, to how to make binds for making your control of your character better to detailed explanations of what each power in a powerset combination does. You can look HERE for the Table of Contents to find guides that may be helpful. If you want to play an Invulnerability tank, then look for guides on Tanks, and look for any guides on the Invulnerability power set under Tanks.

    Please note that there is no "editing" of these guides . . . people just write them up and post them, and some are better than others. But the community is pretty good at pointing out mistakes or differences of opinion, so you can usually tell the good ones from the responses to the guide and how often it has been viewed. Also, the pages showing all the guides available are a bit out of date, so you may need to look later in the thread for the most recent guides.
  17. Quote:
    Originally Posted by Amy_Amp View Post
    I would put an end mod in SB versus end reduc. Might as well help however you are SBing out with their end since you are boosting their recharge.
    Actually, I was thinking EndMod when I typed EndRdx . . . EndMod is what I intended.

    As for the Lockdown proc . . . no, it only can go off if the power hits. That's the same for all procs that affect the target. If Char hits a foe who is a Minion or Lieutenant, then that foe is held whether or not the proc hits . . . but you may see the Tesla Cage that shows that the proc hit, even though the foe would have been held anyways. The Lockdown proc is great in Choking Cloud, Poison Gas Trap and a few other places that have a need for the extra two mag of hold. But in a single target hold that also does damage? That slot will be far more productive slotted for damage, because the proc will only have the chance to have an effect against a boss who was not held by the "overpower."

    I understand how folks slot assuming that Fulcrum Shift will be on all the time, but that's not always true . . . sometimes you need to wait and save it for the next group. And Fulcrum Shift becomes a lot less effective when you are up against a single tough foe, like an AV. And sometimes it misses.

    No, the Perf Shifter proc does not give endurance to teammates . . . and same with the Miracle proc. It only affects you.

    If you are really looking for Recharge, then you may want to put some Recharge into Siphon Speed . . . it can be stacked, and that will be far more effective than a 5% recharge buff.
  18. I'm not a fire/Kin expert, but I see a few things here and there:

    The Lockdown proc in Char is not all that great. Think about it. Char will hold Minions and Lieutenants on its own if it hits, and even though that proc may show its Tesla cage animation, it is just applying more hold to an already-held foe. Char will also hold bosses 20% of the time. So, that proc will only do any good on 80% of the bosses, and will hit only 20% of the time. And Bosses are less than 20% of the total foes? So .2x.8x.2= .032 . . . so that proc is only doing something around 2-4% of the time when slotted in Char. Not worth it in my book. On the other hand, if you slotted a simple Damage IO, it would do damage every time it hits.

    The Miracle Recovery proc in Transfusion is a mistake, as it will only activate when you use Transfusion. That proc should go in Health where it will be active all the time.

    Hot Feet uses a TON of endurance. The Oblit set has very little EndRdx. I know that Defense is nice, but that set is not good in Hot Feet. The Multistrike set has good EndRdx, or you can frankenslot.

    Increase Density: Don't bother with the Steadfast Resist/EndRdx . . . but that's a good place for the Steadfast -knockback. Or take the slot out and use it somewhere else.

    The Performance Shifter Chance for +End should go in Stamina, not Speed Boost. A single common EndRdx is fine in SB.

    Fire Imps: The Expediant Reinforcement set goes up to 50, so it has higher enhancement numbers than Call to Arms. If you can, finish out with a Soulbound Dam/Rech and the Chance for Build Up proc -- with three Imps, it procs often. Plus you get a nice Regen bonus. (You can use that slot you saved from ID here.)
  19. It's called a "threadjack," and not the other kind of, well, whatever. That's not all that uncommon around here . . . at least Gravity was still being discussed somewhat.
  20. Quote:
    Originally Posted by Psiphon View Post
    Lift reduces the amount of incoming damage in the same way as any KD power does, also it does decent damage.
    Sure, a knockup power has some control benefit, but "decent damage?" It does less damage than Crush, less damage than GD, or Blind or even Spectral Wounds AFTER the healback. I still think it's damage should be the same as Mind's Levitate.

    Quote:
    Crush reduces the foe to ranged attacks which are often weaker and map dependant - walls etc can be used to eliminate incoming damage.
    I agree that there are some good strategic uses for Immob powers. And they can reduce the damage you take vs. Melee . . . but it also draws aggro and they can shoot at you. If you are hiding around a corner, then you aren't using your attack chain.

    Quote:
    Both Mind and Grav have two powers that setup containment allowing double damage on multiple mobs - Illusion can't do this.
    Grav also has Crush (Mag4 immob) which sets up containment on Bosses with one application - Illusion needs two applications of Blind before double damage begins.
    Admittedly, Crush (and Mez) lets you set up Containment on a boss. But I've been talking about taking down Minions and Lieutenants. If you are discussing bosses, then Illusion loses some of its burst damage to the heal-back.

    Illusion doesn't really need to set up Containment on multiple foes since it doesn't really have AoE damage that can take advantage of multiple Containment (until the APP AoE attacks) . . . you use Blind-SW on one foe. If the foe is defeated, then you go with Blind-SW on the next. If the foe is not defeated, SW's quick recharge and burst damage will let you hit SW again to finish off the foe, saving Blind for the next guy. As I said before, when you are talking about an attack chain, then the only time that extra Containment attack is valuable for setting up Containment is when the Hold misses.

    Quote:
    Decieve is indeed a great power providing mitigation and supplemental damage. Not that relevant to a discussion on ST attack chains though.
    My comments on Deceive were in response to your statements about how Grav and Mind can spread around control powers and handle small groups more easily than Illusion. I disagree because Deceive makes it easy to remove all aggro from foes that you are not attacking. Even with the attack chain for Grav, as soon as you attack one in a group of 3, the other two will attack you. Yes, you can then hit #2 with Crush and #3 with Lift, but those guys still get shots at you.

    Quote:
    This has been the point of my argument all along:
    Illusion is great provided the foe is taken down by Blind - SW.
    If it doesn't then Mind and Grav will pull ahead in taking down the same foe because it has an extra attack to complete it's ST chain.
    And my point all along has been that (a) Illusion's burst damage from the Illusory damage makes it more likely to take out a minion in one application of Blind-SW, and (b) even if the foe still has a little bit of green left, the fast animation and recharge of SW lets you fire off SW a second time before you finish with your attack chain of GD-Crush-Lift/Propel or Dom-Mez-Lev. As a result, Illusion will defeat that minion faster even without a complete "attack chain." Thus, Air Sup is nice but not needed. Air Sup is a nice addition, but does not make a "massive" difference.

    Quote:
    This brings us back to "can Illusion take the foe down with a single application of Blind and SW?". Any foe that can't will be taken down quicker by Grav or Mind because it has a complete attack chain,
    It is not an attack chain that matters . . . it is amount of damage over time. With Blind and two shots of SW in less time than others can complete a three-attack chain, Illusion doesn't need that attack chain for low level foes.

    Quote:
    No argument from me.
    As I said "Illusion does NOT have a great attack chain without the APP blast, even with a ton of global Recharge. To get that chain, you need Blind-SW-APP Blast-SW".

    No, wait!

    Hold on, what I said was - "Illusion only has a decent ST attack if you insert Air Superiority into it; Blind and Spectral Wounds aren't too good on their own."



    This was actually said by you in this thead:

    http://boards.cityofheroes.com/showthread.php?t=254737

    Maybe you should take up the issue with yourself.
    Yep, I said that and still stand by it. There is a difference between "attack chain" and "defeating a foe in a certain amount of time." I have said all along that there is a gap in Illusion's attack chain that can be filled with Air Sup or an APP blast. However, my point all along is that a minion can be taken down by Blind-SW-<short gap>-SW faster than GD-Crush-Propel/Lift or Dom-Mez-Lev.

    The Attack Chain matters when battling a tougher opponent. It really doesn't matter against low level foes since they are defeated more quickly. Illusion's burst damage, fast animation and fast recharge matters more than an attack chain against low level foes because defeating them quickly lets you keep that extra damage.

    The damage from Blind = Damage from GD or Dom, but Blind animates a bit faster. The base damage, not including Illusory damage, from Spectral Wounds = Base damage from Crush (over 5 ticks) or Mez -- but then SW has the extra Illusory damage and animates a faster. So by the time the third attack is completed, Illusion can get in another Spectral Wounds with another hit of Illusory damage . . . without another attack like Air Sup. And two applications of SW's Illusory Damage is more than the additional damage from one (very slow) application of Propel.

    By the way, I appreciate the fact that we have had a good back-n-forth discussion and still kept civil and respectful!
  21. Quote:
    Originally Posted by Psiphon View Post
    As I said my comments are based around low level/mid level play when the player will be using TO/DO and to a lesser degree SO's. By the time the player has SO's PA will player a bigger part in the overall damage and control.

    By level two both Mind and Gravity have access to 3 attacks while Illusion has only 2.
    Actually, you don't have the availability get your third power from the primary until level 4. And at level 4, Illusion can (and in my opinion, should) take Deceive.

    Quote:
    Without going into specifics all have similar recharge times and do similar damage - as you said the damage types differ so in reality Illusion will benefit in that area.

    Having played all 3 many times - in practice:

    Gravity allows the player to handle many mobs at the same time.
    By using Lift, Crush and Gravity Distortion Grav has good small mob mitigation and damage.
    Grav also has the benefit if an immob that sets up containment in one hit which Illusion lacks.
    Only Grav Dist protects you from attacks -- an Immobilized foe is still shooting at you. For Illusion, I use Deceive a lot to completely prevent any damage to me whatsoever.

    And setting up Containment really isn't much of an issue . . . Blind sets Containment for SW, just like GD sets up Containment for Crush and Lift/Propel. It only becomes a problem when Blind misses . . . if GD misses, then Crush is there as a "back-up" to set Containment for Lift/Propel.

    Quote:
    Mind can do a similar job alternating between Mez, Lev and Dom.
    Provided that you are carefull the order of the attacks you can maintain containment on multiple mobs.

    Playing in Atlas both allowed me to take on groups of 2/3 red mobs at level 2/3 - pop a yellow insp for the accuracy.

    Illusion can't do this.
    Use Blind and SW one mob and then you have to wait a few seconds for the attacks to recycle. With SW having no mitigation survival is also an issue.
    That's why Deceive is so valuable. It provides MORE mitigation than any Immob or knockup power, and for a lot longer than any single target hold, and can't be disturbed by any attack the way a Sleep can. And since it hits without drawing aggro, you can attack any group without taking any damage whatsoever if you just take the time to use Deceive first.

    Quote:
    You also make the assumption that the player is attacking a single target - just because the attacks are ST it doesn't mean it's the same target. With only one method to setup containment again Illusion falls behind.
    Nope, not at all. I was comparing the single target attack chain and suggesting that Illusion can take down a single foe as fast as Mind or Gravity, as long as it is a minion or lieutenant so it can be defeated before the heal back. I admit that Mind and Grav's attack chain will do better against a boss because a boss can usually outlast the 10 second needed for the heal-back.

    Quote:
    I love Illusion as a set but based on my experience it really needs that extra attack in the low/mid levels to be comparable with Grav or Mind in ST damage.

    A person starting a new Illusion controller who intends to solo would be doing himself a massive favour by taking AS from the flight pool - the difference it makes in the low mid levels is massive.
    Illusion has a safer way to handle small groups: Deceive. (Of course, Mind has the same power in Confuse.) You can entirely take two guys out of the fight before it starts, then take down the third with Blind-SW-SW. It is a little bit slower to Deceive foes before the fight begins, but far, far safer than relying upon an Immob, a knockup or even a hold that might miss. You don't have to worry about accuracy, as it has a 20% accuracy bonus and if you miss, you just re-cast.

    The point I'm making is that while adding Air Sup can be nice, it is certainly not "necessary" or even "always recommended" since Air Sup requires moving into melee. The burst damage that Illusion gets from SW lets an Illusionist defeat low level foes often on one application of Blind-SW, even with TOs. If it takes one more application of SW, no problem because it recharges so quickly . . . faster than the attack chain from Mind or Gravity. If the Illusionist is at range, then the time spent to run into melee and use Air Sup will be longer than time needed for a second application of SW.

    Adding Air Sup is a good choice for some builds or playstyles: especially Ill/Kin, because Kinetics is generally in melee anyway. But if the player prefers to stay at range, then Air Sup doesn't add much and some added Recharge in SW will be sufficient. I took Air Sup on my Ill/Kin and my second Ill/Rad, but did not on my first Ill/Rad, Ill/TA, Ill/Storm or Ill/Cold. But I always have taken Blind, SW and Deceive as my first three power choices -- these make the low levels easy and safe if I have the patience to use Deceive a lot. Illusion/Rad in particular gets AM early, and that added Recharge helps the Blind-SW- -SW attack work amazingly well.

    In comparison, I think that Mind's Dom-Mez-Lev works very well but actually takes longer to take down a minion than Illusion even in low levels -- it upper levels, it is no comparison since Illusion can add an APP blast into the mix and has the contributions of Phantom Army and Phantasm. And Grav's GD-Crush-Lift/Propel takes longer, too.
  22. Quote:
    Originally Posted by Psiphon View Post
    Provided that you can take the target out with a quick - Blind, SW - one, two I would agree with you. If the target has a slither of health left then the other two will pull ahead.
    Also Grav and Mind have more mitigation in their attacks.

    At the low levels all 3 are good boss killers, but Illusion does need AS as that extra attack. Especially as GI or SI allows you to get in the first hit and keep the boss bouncing till he's held.
    A key thing about Spectral Wounds is not only that it has the Illusory Damage that give it an extra 64% damage over the base, but it also recharges in only 6 seconds. With a little bit of Recharge, that can easily get down to 4 or even almost 3 seconds. And it animates in just barely over 1 second. That means that by the time you finish a Dom-Mez-Lev chain, Illusion will be able to do a Blind-SW- -SW chain and do more damage than Mind's three attacks in the same amount of time. Yes, all three of Mind's attacks have a mez componant . . . but if the foe is held with Blind, does that really matter?

    Air Superiority is a nice addition, but it certainly is not needed. Illusion does plenty of damage without Air Sup. I agree that it is a nice way to handle bosses . . . but I often Deceive them first so I never have to worry about taking them out fast. It is slower, but safer.

    With some Recharge in higher levels, you can actually get in three SW attacks before the heal back. Especially with Containment, that adds up to a fair amount of damage that can be used to take down a minion or leiutenant quite quickly. Bosses last long enough to get the heal back from the first attacks, but with some Recharge you still are able to keep about 3 applications of SW's Illusory damage on the boss until he drops.

    To the OP, sorry about the Threadjack.
  23. Quote:
    Originally Posted by Psiphon View Post
    Fair enough, I was simply highlighting the fact that in themselves Grav and Mind have complete attack chains without needing to dip into pool powers.
    Illusion doesn't, it needs that extra attack.
    I think it was your "Blind and Spectral Wounds aren't too good on their own" comment that bothered me. Very few people seem to recognize how the Illusory damage in Spectral Wounds allows Illusion to do a lot more burst damage that it would appear by looking at the base damage numbers. Illusion can take out foes in low levels faster than Gravity or Mind, even without that extra attack, because of that burst damage and the fast animations for Blind and SW. And in those upper levels, that attack chain is very fast -- combined with some good debuffs from the secondary, Illusion can take out foes pretty quickly.
  24. I spend probably 90-95% of my time Blue side. When CoV first came out, we had one of our regular buddies who didn't like being a villain, so I only played red-side once in a while and mostly solo. Eventually, we made a VG on another server and spend some time there . . . but not all that often. When VEATS were announced, I decided I wanted to get at least one Villain up to 50, so my Thugs/Dark got there. I have a few others in the 30's and a couple in the 40's . . . but when I play red-side, it is almost always solo.

    Certainly many of the stories are better written on the Red-side. But there are a few things I don't like. Most of the zones are dingy and depressing -- yeah, that kind of fits with the overall story, but it is still depressing. Cap is the only "one stop shopping" area with the market near the base, but the vendors are a bit farther away and the level is so low -- at least Talos is 20's, so it is better for Tip Missions. And . . . I have to admit that I get sick and tired of Longbow and Arachnos . . . over and over. You can't avoid them. Blue side, I can generally avoid types of foes I don't like, but there's far more limited choices Red side.

    And finally, I prefer to be heroic. I prefer to play a good guy. Red-side is filled with double-crossing where you are often fighting folks who should be your friends, or at least, on the same side. If I'm trying to become a high level Arachnos guy, should I be fighting Arachnos?
  25. Quote:
    Originally Posted by Psiphon View Post
    Illusion only has a decent ST attack if you insert Air Superiority into it; Blind and Spectral Wounds aren't too good on their own.
    Illusion, on its own, does have a gap in the "attack chain" that can sometimes be filled with a Vet Blast power. But Blind and SW are quick, and the burst damage from Spectral Wounds's Illusory Damage means that you can defeat minions and Lieutenants pretty quickly before the heal back. Yes, you can add Air Sup for a better "chain," and once you get up to APP levels, the single target blasts make a great Blind-SW-Blast-SW chain.


    The point of my post was that Illusion, along with Gravity and Mind, are pretty good at taking down single targets even in low levels. Plant and Fire are more AoE damage focused, and Earth, Electric and Ice are somewhat lacking in damage in those early levels.