-
Posts
3911 -
Joined
-
Quote:Valid complaints . . . but I don't see this today nearly as much as we used to see it. On my 4 Kins (2 Defenders, 2 Controllers), I have a macro set up explaining that I'll do my best to keep folks SB'ed, and I'm not offended by a reasonable and polite request if I fall behind. However, repeated rude requests will be met with a boycot of that player or, if it is really bad, me quitting the team. If the teammate runs off and misses out on SB, oh well.When I'm running one of my Kins I try and include Speed Boost in the queue as needed, though I'm not always perfect. This includes my Fire/Kin trying to spam it as often as "needed". I also tend to stay with the "pack" in those toons.
What does drive me nuts;The instant they see the SB icon start to blink it's "SB plz!" Like they're addicted to it.
I do try and forewarn the team that I'll do my best to SB folks, but if you're not near the rest of the team you're on your own. I don't mind the occasional reminder if I'm not on top of it, but when it becomes an every 1:90 second call for "SB plz!" before the buff has worn off, yikes.
When you've just done a round of speed boost and someone who's not paying attention calls for SB plz! (Uhm, dude, you've already been SB'd).
A call for SB plz! from someone who's not with the group. (If you're nowhere near the main team, I'm not hunting your **** down!)
When there's more then one Kin on the team and they never SB me.
Since I wrote that little macro, I have had almost no rude "SB plz" spammers and no situations where I felt I needed to quit the team. Communications goes a long way to fix problems. Unfortunately, that can't fix the "forgetful teammate" situation. -
There is another thread with a discussion on APP power choices for Illusion/Radiation. I recommended Fire first, and then Ice, to a great degree because of the single target blast will add a bunch of damage with an attack chain of Blind-SW-Blast-SW. With Illusion/Trick Arrow, you have one more significant issue: you need something to light Oil Slick Arrow.
I have Fire Blast and Fireball on my Ill/TA. They light the slick with ease, and it is very, very satisfying to hit the Slick with Fireball to barbeque the foes with an initial blast of Fire, followed by a continual roasting. -
Here's my take on the skippable powers in Plant/Storm. Frankly, there is nothing that is completely worthless, depending upon your playstyle. But I would suggest the most skippable powers are, in order and depending on your playstyle:
Thunderclap: A PB AoE stun that only affects Minions, one of the main benefits of this power is to stack with other stun powers -- but Plant doesn't have any Stun powers. It also need a fair number of slots. This is probably the first one I would skip . . . unless I was taking the Earth APP and Fissure, where the stun might stack.
Entangle: A single target Immobilize isn't all that helpful when you have an AoE immob that can be thrown over and over again . . . unless you solo a fair amount, in which case this power can add some badly needed single target damage. This would be the second one to skip unless I plan to solo a lot.
Spore Burst: It is a ranged AoE sleep that draws aggro. Not all that useful on teams . . . however, it could be a really nice power when solo, as an AoE control power that will handle a spawn when Seeds has already been used. So again, this is a power that may be useful solo.
Spirit Tree: This is an immobile Regen boost. Nice for teams, but only moderately useful solo -- solo, you can just run away rather than stand your ground. I find this power occasionally useful, but certainly skippable.
Some people skip O2 Boost. Personally, I like having it. Twoey is not the most hardy of pets, and the ability to heal it is worth having the power. It is also nice to have for teams to break stuns and a weak heal.
Snow Storm? Large AoE toggle slow power with -Fly and -Recharge, especially when Roots can't grab anything very far off the ground. No way I would skip this.
As for the -knockback -- Steamy Mist will take either (or both) a Steadfast or a Karma. The only reason to put a BotZ in Fly would be because you don't want to slot Fly for either Flightspeed or EndRdx in the default slot. I always put a Flightspeed in the the default slot. -
Quote:Bad players aside, SB is one of the very best buffs you can give to a team to help them complete missions faster and better. My personal opinion is that if you don't want to SB the team, you should either play solo or pick another secondary. I feel that skipping SB is a very selfish choice by someone who isn't looking out for the best interests of the team over himself.I don't even consider it a must have. In fact, I don't have it on any of my Kin's anymore. I dropped it like a bad habit after one too many mixed teams. Half the team demanding SB even when it hasn't worn off yet, the other half screaming bloody murder if it gets applied to them.
No thanks. I refuse to let such a small aspect of my powers become all that I'm worth.
If the team is hurting that badly, well the problem isn't my lack of SB...
I gladly leave any team that moans when they see I don't have it.
I'll take my Fulcrum and go somewhere I'll actually be appreciated.
YmmV
If I'm leading a team with a Kin who won't (or can't because he/she didn't take the power) SB the team, I may not kick the character (because I really think it is rude), but I will make a note and probably never team with that character again.
If you don't want to take it, that's fine. But don't expect me to want to team with you. -
SB is an awesome team buff. SB is a pain to have to keep applying. However, it I want the team to do better, I signed up for the "pain" when I made a Kinetics character and joined a team.
I set up my SB binds on the keypad and run down the list whenever there is a break in the action. If somebody ran off when I happen to be able to apply the buffs, oh well -- I'm not going to chase them down except in rare circumstances. I'm a controller first and a buffer second, but buffing is an important part of the job.
I do my best, but have no problem being reminded as I don't play a Kin all that often. I only get bothered by somebody obnoxious. I have IR, but don't bother with it most of the time, unless I see a need. I don't make "rules" unless somebody is getting out of line. I do my best to skip anyone who has asked for no SB, but no promises.
And if they don't like the way I play my Kin, they can kick me . . . or I'll just leave. I'll find something else to do. And that's pretty much what I expect from others. -
Quote:You would be surprised at how affordable it has been . . . of course, some of it is because I have been around for a while, and have "earned" a bunch of things in that build rather than bought them. For example, I used to participate in twice-weekly Hami-Raids, so I built up a bunch of Hami-Os.Looks good. Luckily I have lots of free respecs. I haven't found my playstyle with him yet. Once I figure that out I guess I'll work more on slotting. Besides that I know I have a few hundred million kicking around but not enough for your build
thanks for the help
Still, none of the purples I have in my build are overly expensive. The really expensive ones are the Damage sets. I sell those when I'm lucky enough to get a drop. -
Well, to give you an idea of the way I think about Fire/Rads, here is my current build BEFORE the I-19 changes. The Alpha slot will let me add more Recharge (and healing and stun) to help me get to perma Hasten and perma AM. The buff to healing will in some ways be a replacement for not slotting for Defense.
I expect to add Mutation, and then I am considering Assault -- at this point my Recovery would seem to be able to run Assault in addition to Hot Feet and Choking Cloud and MoB -- but I haven't made my final decision on that.
Oh, well, here's my current build:
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Pyrophore: Level 50 Science Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(3), HO:Nucle(5), BasGaze-EndRdx/Rchg/Hold(5), Dmg-I(7)
Level 1: Radiant Aura -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-EndRdx/Rchg(11)
Level 2: Fire Cages -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(13), GravAnch-Hold%(13), Posi-Dam%(15), TotHntr-Dam%(15)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Efficacy-EndMod/Acc/Rchg(17), Efficacy-Acc/Rchg(19), Efficacy-EndMod/Acc(19), Efficacy-EndMod/EndRdx(21)
Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(21), HO:Enzym(23)
Level 8: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(25), TmpRdns-Dmg/Slow(25), TmpRdns-EndRdx/Rchg/Slow(27), HO:Nucle(27), EndRdx-I(29)
Level 10: Air Superiority -- Acc-I(A)
Level 12: Flashfire -- Stpfy-Acc/Stun/Rchg(A), Stpfy-Acc/EndRdx(29), Stpfy-EndRdx/Stun(31), Stpfy-Stun/Rng(31), Stpfy-Acc/Rchg(31), RechRdx-I(33)
Level 14: Fly -- Flight-I(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(33), Numna-Heal(33), Numna-Regen/Rcvry+(34)
Level 20: Stamina -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc(34), P'Shift-EndMod(34), P'Shift-End%(36)
Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
Level 24: Lingering Radiation -- Acc-I(A)
Level 26: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Acc/EndRdx/Rchg/Hold(36), BasGaze-Rchg/Hold(37), G'Wdw-Acc/Hold/Rchg(37)
Level 28: Choking Cloud -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold(39), EndRdx-I(39), Lock-%Hold(39), UbrkCons-Acc/Hold/Rchg(40), UbrkCons-Dam%(40)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43), S'bndAl-Dmg/Rchg(43), S'bndAl-Build%(43)
Level 35: Super Speed -- Clrty-Stlth(A), Zephyr-ResKB(37)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45), BasGaze-Rchg/Hold(45), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(46)
Level 44: Mind Over Body -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx/Rchg(46), ImpArm-ResDam(48), ImpArm-ResDam/Rchg(48)
Level 47: Psionic Tornado -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/Rng(48), Posi-Acc/Dmg(50), Posi-Dmg/Rchg(50), Posi-Dmg/EndRdx(50)
Level 49: Bonfire -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 4: Ninja Run -
To me, this looks like a bit of the "IO Set Bonus Syndrome." That's where you slot your powers for Set Bonuses first, and worry about how effective they are later. I prefer to do it the other way around . . . make sure that the powers are effective first, then see if I can fit in some desirable set bonuses.
For example: Hurricane. Instead of Defense, I rely upon the ToHit Debuff and repel of Hurricane to keep me safe. You have it slotted for a single EndRdx. I start with 4 Dark Watcher, or maybe some Enzyme Hami-Os, or something that will increase the ToHit Debuff.
Another example: the Chance for Knockback in Stupify. That proc has a chance to knock foes out of your control patches. It is counter-productive to what you want to do as a controller.
Lightning Storm is woefully underslotted, while Gale has 2 slots of Posi blast.
Personally, I like to go for Recharge first. Then Recovery. Instead of Defense, I rely upon either (a) the team tank to draw aggro, or (b) using invisibility from Super Speed + Steamy Mist to lead Rocky into melee to draw aggro, and then (c) using my controls and Hurricane as needed. Any advice I give you would be from a different perspective than what you have slotted for. -
OK, I took a look at the build and made a few changes here and there to make the slotting better without changing the focus of the build. However, I would suggest moving Fire Cages to level 2. Also, why take Boxing and Tough if you aren't going to slot up Tough? That Steadfast +3% Defense is doing almost nothing for you since you haven't built for Defense. If it were my build, there are a number of other things I would change.
If you are using Combat Jumping and Hover simply as mules for Luck of the Gambler, then you could use the Invisibility pool instead.
Oh, well, here is what I did with just a couple of minutes of tinkering with it. I added some more expensive IOs, like a couple of Nucleous Hami-Os and a few purple Hold IOs in Choking Cloud, but it is important to get Choking Cloud up to max slotting for Hold. (You could accomplish the same thing by frankenslotting some EndRdx/Hold from several sets.)
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Jack of Cinders: Level 50 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Speed
Power Pool: Leaping
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(7), HO:Nucle(11), Dmg-I(25)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(21), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(23)
Level 2: Ring of Fire -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(5), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(7), Decim-Acc/Dmg/Rchg(11), TotHntr-Dam%(25)
Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(36)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(46)
Level 8: Hot Feet -- Sciroc-Acc/Dmg/EndRdx(A), Sciroc-Dmg/EndRdx(29), TmpRdns-EndRdx/Rchg/Slow(31), TmpRdns-Dmg/Slow(31), HO:Nucle(40), EndRdx-I(42)
Level 10: Super Speed -- Zephyr-ResKB(A)
Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(17), RechRdx-I(17)
Level 14: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(40)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(50)
Level 18: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(19), Enf'dOp-Acc/EndRdx(19), GravAnch-Hold%(37), Enf'dOp-Immob/Rng(43), Enf'dOp-Acc/Immob/Rchg(43)
Level 20: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37), G'Wdw-Acc/Hold/Rchg(46)
Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-EndRdx/Rchg/Slow(39)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Bonfire -- Posi-Dmg/Rchg(A), Det'tn-Dmg/Rchg(27)
Level 28: Choking Cloud -- UbrkCons-Hold(A), UbrkCons-EndRdx/Hold(29), G'Wdw-EndRdx/Hold(31), G'Wdw-Dam%(40), EndRdx-I(42), Lock-%Hold(42)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(33), S'bndAl-Dmg/Rchg(34), S'bndAl-Build%(34)
Level 35: Kick -- Empty(A)
Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(43), BasGaze-Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A)
Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45), LkGmblr-Rchg+(48)
Level 47: Mind Over Body -- S'fstPrt-ResDam/EndRdx(A)
Level 49: Smoke -- DarkWD-ToHitdeb/Rchg/EndRdx(A)
------------
Level 1: Brawl -- Empty(A), Empty(27), Empty(45), Empty(46), Empty(50), Empty(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
Level 2: Ninja Run -
Quote:With that combo of a Shield Brute and a Plant/Rad controller? I would lean towards something with a lot of AoE . . . like a Fire/Kin Corrupter. I can see an easy strategy: Brute goes in to gather foes up into a tight group. Plant/Rad goes in to hit them with Seeds+Roots. Fire/Kin Corr goes in to Fulcrum Shift and then Rain of Fire while the Plant/Rad debuffs with EF and more Roots. By then, all the minions are dead and the Lieuts are pretty close to it.does this controller method work even on bosses and is it good in Task Force missions.
I should have mentioned I would like to do those as well.
I have two RL friends I will be hunting with for the most part.
One is a ss/sd brute and the other is a plant/rad controller.
I am looking for something that would complement them as well.
I know Kinetics will be one of my powers. I just cant seem to choose the second one.
To be honest I was not expecting the controller would be the pick.
I thought maybe the defender because of the fact they can get more defense.
I read something like 45 S/L/E 45 Range not sure if that can be done or not though. -
Everyone seems so down on Time Bomb. I had to try it to see why everyone hates it so much, and I have found it to be fun solo.
With Super Speed and a Celerity Stealth IO, I can run into the middle of a group and set it up with no problems. Just when it starts to blink quickly, I drop an Acid Morter to draw aggro, then back up to pop my FFG and a Poison Trap with Caltrops. Then a Trip Mine.
The Morter draws some aggro and debuffs Resistance and then the Bomb goes BOOM, killing off most of the lower level foes. The few left, if they come after me they get caught in the Poison/Caltrops area and I can toe bomb them and blast with my Rad blasts. It may not be fast, but it is fun. -
Masque has a valid basis to go with Ice. I play my Ill/Rad entirely at range, so have far less of a need for Hibernate. I use Deceive on any foe who looks at me funny rather than being focused on my PA or Phanty. Most of the time, the Resistance in Fire Shield plus my heal takes care of the small amount of damage I take.
(I think Masque meant "Ice Storm" rather than "Freezing Rain," the power from the Storm Secondary.) -
Take a look at my Illusion/Radiation guide, where I discussed the various APP powersets and why I recommend Fire or Ice and prefer Fire. A key factor is understanding the Illusory Damage from Spectral Wounds -- you want to kill foes fast or you lose that damage when it heals back.
To me, the key is fast-recharging single target blast. Fire Blast and Ice Blast have a 1 second activation and an 8 second recharge. That means that with the proper slotting and your high amount of Recharge, you have a great attack chain of Blind-Spectral Wounds-Blast-Spectral Wounds. Psi and Primal both have good single target blasts, but the activation time is a little bit slower. Plus there are other reasons to take Fire and Ice.
Psi is the same damage type as most of Illusion. There are some foes who strongly resist Psi, and those foes are hard to take down without some other damage type. Granted, Psi offers Indomidible Will, which is the "signature" power of the set and the only mez protection for Controllers. However, I find that with my Ill/Rad, the PA are drawing most of the attention and I don't get mezzed very often.
Primal is Energy/Smashing, which is just like Phanty, and has the same longer activation as Psi. However, Primal's only AoE attack is Torrent, a cone. Cones require that you get in "just the right position" to maximize and hit fewer foes. Plus, Illusion only has a few powers which benefit from Power Boost, the "signature" power in the set.
Fire Blast adds a little more damage than Ice Blast from its DoT. Fire has a fast, mostly up-front foe-targetted AoE damage attack in Fireball that becomes available at 41. Fire has a resistance based armor, a PB AoE power to recover endurance and Rise of the Phoenix, the only self-rez available to Controllers. The "signature" aspect of Fire is the additional damage. To me, Fire Blast and Fire Ball are the reasons to take the Fire APP.
Ice Blast has the same fast activation as Fire Blast. Ice has two AoEs, with one a cone and the other a location-targetted AoE DoT, where the foes can run out of the area. That longer DoT may allow the Illusory damage to heal back, too. Still, Ice has TWO AoE attacks and Ice Armor is defense based, so if you need a place for a LotG, you can use Ice Armor for that. Ice also has Hibernate, a handy "panic button" power.
I find both Fire and Ice to be the best choices, with Fire winning out slightly, depending upon your needs. The Villain PPPs don't have the fast-recharging single target Blast -- Poisonous Ray from the Mace PPP has a 24 second recharge, so it won't work for the Blind-SW-Blast-SW chain.
If you haven't looked at it, my guide has a few sample Perma-PA builds (one with Fire, the other with Ice). Click the link in my sig. -
18 level 50s to choose from: No question for me that my Illusion/Radiation Controller goes first with the Spiritual tree.
-
Some of us don't have access to Mids when we look at the forums, so posting a text listing of the build helps.
-
I had previously played "Freedom Force," but had never played an MMO. My oldest son was working at Game Stop, and while in there, I saw the box on the shelf. Looked at it and thought to myself, "I bet I would love this, but I probably shouldn't spend the time right now." Still, I picked up the box to gaze at whenever I was in the store (usually to give him a ride).
I think he saw me looking at it. I got the Collector's Edition for Christmas 2004. The game did not run well on our old computers, but in January we decided to replace one of the old clunkers with a new one and spent the extra money to upgrade the graphics. WOW. My wife saw it and asked if she could make a character . . . and soon we were battling over who got to play. So . . . another run to the store to get her an account of her own.
She got a bit addicted, and got a 50 before I did. (She had more time at home than I did.) Eventually she quit the game, but I keep her account for the kids and extras for me. -
My Ill/Rad still gets boosts to Recharge and Heal . . . the buff to healing makes me think that Defense may be less important, too.
-
Quote:There is still a lot to digest there. I'm fairly sure I'll go with the "Spiritual" route for the Recharge and Heal buffs. Since Recharge has a lessening effect the more you get, I suspect that I may reduce some of my Recharge from one or two sets. I'm thinking that I might reduce the number of slots in Spectral Terror to use them in other places. My build has always been tight on slots, and that will provide some opportunities to fix that. There is always the option to try to replace some of the Recharge for Defense . . . but with the boost in healing, I'm not sure how important that will be.Hey Local Man, on a slightly different subject, what do you think of the new Alpha Slot info, and how will it affect your Ill/Rad builds? And how would you suggest people 'measure' the potential effectiveness of the Alpha Slot enhancements on these powersets? Better to slot for over-cap numbers, or better to slot to reach near currrent ED-caps and diversify abilities/pick up new powers?
I'm more of a "wait-n-see" kind of person that a "wildly speculate" kind of person. Once the Mid's revisions are done, it will be fun to play around with the various options. I'm definitely saving my second "freespec" until I get the Incarnate slot and make some decisions on changes I might want. -
I am very sorry for your loss, Kheldarn. Like some others, I also lost my mother unexpectedly and have some small idea of what you are going through. Family, friends, prayer and time eventually got me past the tough times.
-
Anybody feel sorry for the great folks over at Titan Network who are going to have to try to implement all this stuff into Mid's Designer?
-
Quote:Communications is the key. My view is that if a teammate is using a power in a way that it creates a problem, I try to explain the problem rather than tell the guy, "Don't use that power!" Sometimes I ask (nicely) if I can make a suggestion -- if you use it this way rather than that way, it will help the team. Every once in a while, the guy is a bit of a jerk and won't take suggestions -- and that's usually a guy I won't team with again. I have even had people do the same with me -- I have even learned a few things from them.I don't think you and I are completely at odds on this issue other than if the team functions fine without an effect and doesn't want it, then don't force it. When tanking, it is one of my many pet peeves - I hate chasing confused enemies one after another because taunt will not work on them and so-and-so thinks its helping. There are indeed players that know exactly when certain powers work perfectly, and those players also know when NOT to use effects like confuse. I do indeed give players who have the sense of "use it here" and "don't use it here" free reign. If Deceive is not disrupting the team or what I am doing and not overused to the point where I believe we are losing xp per hour, then all is indeed well and no problems. But if it crosses the line, regardless of whether it's a players best power or not, it just is not worth the friction for them to stand their ground with a team. When it is all said and done, if a team was fine before that player joined, they don't need that player to continue.
Asking a player not to use a power has little to do with "understanding how useful a power is", it is more about everyone enjoying the game together without forcing unwelcomed effects on the others. I'm sure someone could make a convincing case for the benefits of Tornado, but if I'm tanking and just herded up a decent size mob and I see Tornado tear through it flinging bodies all over the map, I'll blow my stack. I could care less what that players reasoning is on the benefits of Tornado, it's a deal breaker. Fit into the team or go. In my case, it's not being a dictator or out of being mean spirited, its fitting into a regular team without disprupting what we already do and the flow we already have.
I'm not saying no one should ever use Deceive, but "IF" asked to stop a player should do so. That's all I was hoping to see in the guide, not to change your opinion.
I recall when a buddy of mine decided to pick up one of the Phase powers on a character. This was a guy that I team with regularly, so we were all on voice chat. I was on a scrapper, I think, or maybe one of my Tanks. I pick a target and begin to pound away when I realize I'm accomplishing nothing. Grrr. I explain to my buddy that in the heat of battle, it is hard to notice the minimal effects of a phased foe. So, we worked out a system for him to pick out a particular foe who might be a problem, and announce to everyone which foe he is phasing so we know to look for the FX. While I still am not crazy about phasing powers, this was a fair compromise that seemed to work well and still let him use his power. (He eventually gave up on the power.)
If you are playing a tank and don't want to chase after the confused guy, tell the Illusion Controller that he's responsible for chasing down any confused guys who run off. He should be able to use Blind-SW to take that foe down on his own. And if the 'troller is still working on that guy when the rest of the team is done, you can either help him out or move on to the next group.
I find that usually when a "team" doesn't want someone to use a particular power, it is really one or maybe two guys on the team who care, while everyone else doen't really care. If the conflicts can be resolved, then everyone can have fun. Frankly, I have always found Deceive to be one of my favorite powers in the Illusion set, and I would rather not be on a team where I was told or even asked not to use it. I'm willing to adjust my use to some degree for team harmony, but I won't agree to stop using one of my best powers.
I try to put this in terms of what "I" would do. Some folks aren't all that fond of Deceive and would be perfectly willing to give it up for team unity. Some folks will do whatever the team wants. That's fine, since everything is influenced by personal playstyle and team make-up.
I was on an STF last night with an amazing team. 1 Shield tank, 1 Cold/DP Defender, 1 Fire/Rad Corrupter, 2 Ill/Rad controllers (me and my buddy), 1 Ill/Storm controller, 1 Scrapper and 1 Necro/FF MM. I think 6 of us were experienced players who had run the TF a bunch of times. Everybody was softcapped during the entire TF, and we did the run (with a PUG) in just over an hour. I didn't use Deceive much because it wasn't needed. Every now and then, I used Deceive to bring a straggler into our zone of death, but that was its main use.
On a large, fast moving team, Deceive has fewer good uses. It still is not wasted any more than a single target hold is wasted, but that kind of team doesn't need its special benefits nearly as much. On the other side, there is a much lower chance of missing out on any potential XP on those large, fast moving teams since everything dies quickly with almost no time for the confused foe to do much damage. -
Freespecs do not stack. You can only have one unused one at a time. If you don't use the first one during that first week, you lose it.
I still have a bunch unused from the last Freespec, so I have been using them on characters who even have small changes to the build, just to use them up rather than lose them. It is a good time to try out powers that you never took before, since you can easily respec out if you don't like it. -
Quote:While I acknowledge there are a very small number of situations where Deceive can be counter-productive, I don't agree Deceive should not be used on teams. Properly used, Deceive should help the team gain more XP over time by (a) reducing mez powers being used on the team which can substantially slow down the team, (b) taking problem foes out of the fight and thereby reducing the damage being taken by the team, (c) getting foes who may have wandered off or who may be running away to return to the area where his buddies are getting clobbered -- so that nobody has to chase them, (d) turning aggro away from squishier teammates, and (e) letting your team get a little bit of bonus XP that they did not earn while completing missions faster.Local, I was 100% in agreement with your guide until I found a section where your guide turned into personal opinion rather than "good advice". I am speaking of the whole deceive argument which seems to be saying "Play Deceive how YOU want to play Deceive, screw the team". I would just like to see that part tweaked just a little in an effort to keep the peace on teams.
With all respect intended, I certainly am not meaning to be critical of your effort or opinion. I would love to point members of my sg to this guide, as we were just talking about this concept the other day. Frankly, the only issue that I have with the Deceive argument included in this guide is that I will have to re-debate reality versus an opinion after with sg members read it.
Allow me to show you what I mean:
Sample statements from the guide, (trying to maintain the context in which it was stated).
Some teams feel strongly about XP and each team has a different tolerance for confuse effects, much like other annoying or rogue-ish powers. In general, any player who wants to choose powers with confuse, knockback, phasing, etc. is choosing a SOLO power or, at best, a very situational team power. Spamming an unwanted power or effect is asking to be kicked. It is not an opinion, it's a reality of team play that varies from team to team.
Without a doubt, solo, it is a great power and I do love it. But I happen to be one of the people who disagree with you about it's usefulness to a team. I will freely admit that if I am tanking/herding, a player casting a confuse power (from Deceive through Seeds of Confusion) will be kicked if asked to stop and doesn't. It has nothing to do with his or her opinion of the usefulness or fun of the power, it is a fact that if I play 90 minutes with someone casting Deceive I am earning less xp than if I play 90 mins without a player casting Deceive. So a player has a choice, keep Deceive from going off or goodbye.
You had said this earlier about Radiation anchors:
The way I play or my opinion is not the reason to make the change. In the effort to make less friction on teams, I only ask that you encourage players to not get bent out of shape if asked to stop using Deceive, much like you did in this above paragraph about Radiation anchors. I would think there should probably be something in there along these lines.
"Due to the controversy over Deceive, team tolerance for confuse effects, and a spirit of team play it is probably a good idea to consult the team before using it as it can prevent disagreements or arguments among the team."
All in all, if you make no change, I still believe you created a very thorough guide and the amount of thought and hard work you spent on this shows when reading through it. For that my hat is off to you. And thank you for at least considering my thoughts.
I advocate adjusting the way you use powers to the playstyle of the team, but I don't agree with not using one of your best powers when teammates don't understand how useful it is. If somebody tells me, "No pets right now {for some good reason}," then I'm fine with that. But if somebody says for me to not use Phantasm because of his knockback before they have seen how I use him, then I have a problem with that. Unless you know that the person using Confuse powers is using them poorly, I think you make a mistake by asking him to stop using Confuse.
Let me give you a few examples of times that Deceive can be used on a team without drawing aggro of a large spawn -- all of which will help the team:- Against Malta, using Deceive against Sappers -- your team will kill faster if they actually have endurance.
- On the ITF, using Deceive against the Surgeons - thereby stopping them from healing the foes (I do this one a lot).
- Against Circle of Thorns, using Deceive against Earth Thorn Casters to stop the casting of Quicksand, or stacking Deceive on Ruin Mages to stop the casting of Earthquake and Stone Cages (Don't these slow down the team a bunch?).
- Against Rikti, using Deceive on Guardians will prevent them from casting shields on other Rikti -- especially the drones -- letting you kill them faster (I hate it when I keep whiffing when trying to take out drones); if you do it right, those Guardians may give your team a dose of AM, too.
- Against Devouring Earth, Deceive on a Guardian can neutralize those crystals put down by the Guardians, thereby stopping the huge Defense Debuff for all of your defense-based teammates (quite common today).
- Against Crey, Deceive can prevent Paragon Protectors from doing big chunks of damage on squishier teammates.
- Against Carnies, Deceive on Illusionists can prevent them from using their controls, including the AoE hold, from holding teammates without mez protection.
- I can go on and on . . .
Control = faster killing safely. Confuse is a form of control where the benefits far outweigh the small detriments. There are times that Knockback and even Phase powers can be used effectively -- although I personally hate phase powers -- I won't kick somebody for using them unless they are using them stupidly. And even then, I'm pretty tolerant.
I'm not an advocate of the "democracy of ignorance" on a team. Some people don't understand how good powers can be when used properly -- and I don't agree that is a basis to kick people from the team. If somebody tells me to stop using Deceive, I quickly explain that if they read the relevant guides on the forums, they will see how Confuse can be used smartly to increase XP over time, and I know how to use it smartly. If they still want to kick me (which hasn't happened in a long time), then I'm happy to make a note of a person I won't team with again and move on.
A Plant Controller that lines up a large group and hits them with Seeds of Confusion and Roots will guaranty that your team will not miss out on hardly any potential XP because Roots is doing damage to the group -- and the group is completely controlled and "rooted" in place for nice, juicy AoE attacks to wipe them out quickly. If you try to tell my Plant/Kin that she can't use Seeds+Roots to set up a nice tight group for Fulcrum Shift . . . and I'll go find another team who appreciates my controls and buffs.
*/Storm controllers run into the same problem . . . there have been a lot of not-very-good players who turn */Storm into a chaos machine that create problems for the team. So, I have run into a number of players who think that all Stormies are bad for a melee team. But a well-played Stormie is a huge boost for the team. Just limit the knockback to the right times, and Storm can be awesome on a team. I have several times had folks in PUGs send me a tell that they had never seen Storm played well before . . . -
Quote:My opening varies depending upon the team. If we have a good tank or someone else going in to draw aggro, then I usually start with Quicksand for that huge Defense Debuff that lets everything else hit with ease. Then I follow with one of the three AoE controls depending upon the foes. I most often use Stalagmites+Stone Cages if the group is mostly minions and lieutenants, and Earthquake if the group has some bosses. However, sometimes I just have to use Volcanic Gasses because it is just so good. None of the AoE controls sit on my tray unused for very long. I follow up with Freezing Rain in pretty much all cases because the debuffs are so good.Oh, I agree. I only ever had one character power leveled, and it was one I thought would be unbearable to solo. I didn't put much thought into it, and like I said I wish it had been something brainless and useful -- I just wanted a Kheldian. Back when they weren't given out for free!
Right now I tend to open with Earthquake, then drop Freezing Rain. Do I need to slot a lot for accuracy? It seems with all the -def from Earth/ that it's not quite as vital. Usually I save volcanic gas if there are enemies that escaped the earthquake, and stalagmites is more an emergency button, but I feel that is really underutilizing the power. Hurricane I only use if there's a dangerous boss that needs to have the hitchance eliminated, like a Ring Mistress or Tarantula Queen. In those cases I push it into a corner.
I never use Ice Storm anymore, mostly since at level 50 an enemy that lives very long is hard to find so I prefer the non-anchors. But I've had a lot of success with using tornado in corners, although one time it followed me upstairs and then charged a Malta group. I didn't know tornados could use elevators. Nobody died, so it was mostly just funny.
Right now I use ice. If I get too fiesty with controlling I can hit hibernate, and it also resets my endurance. Rain of Ice is also useful if dropped right after freezing rain, but I never seem to have time to ice breath. Fireball would be much easier to squeeze in for simple DPS, but I'd miss Hibernate...
If we don't have a good tank (or a scrapper who acts like one), I may lead Rocky into the group, then turn around and hit them with Stalagmites+Stone Cages, then run it to stack the stun with Thunderclap. Then Freezing Rain and Quicksand. Once the 12 second -knockback is up on Stone Cages, I may throw out Earthquake if needed.
Lightning Storm is used if the team needs a little more damage, but some teams kill so fast that it is a waste to use it. I generally save Tornado for those "special times" when it is really useful.
I don't even have Snow Storm on my Earth/Storm build . . . I like it for the -Fly and -Recharge, but I just couldn't fit it in. I'll be adding it for I-19. -
While wolves resist Immobilize and slow, wolves do not resist confuse so Seeds of Confusion will work. It is common for confused wolves to run off. Vines and Strangler will hold wolves.
Creepers will work, and if you can stack enough Immobilize with Creepers, Twoey and your Roots, you may be able to Immobilize the wolves after a few shots.