MagicalAct

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  1. Got hit with this as well. I ordered the product several days before the announcement but it didn't get to me until last Saturday. I've submitted a support ticket but it doesn't seem to be getting anywhere, just me butting heads with the GM.
  2. I've been on and off the forums and the game for about 7 years now starting at age fourteen and playing still at age twenty-one. This community has always been nothing but warm and supporting and I'll be damned if this game shuts down without me trying to help anyone who's trying to stop that from happening. Just need to know what to do.
  3. Fun Powers:
    Trip Mine-when solo or on a low Damage team I always get a small smile on my face when I reach the 3 second mark and then all of a sudden, a colorful explosion with bodies flying everywhere.
    Stone Spears-A tier one attack that I love to death due to the animation, throw in a full set of kinetic crash and it turns into a decent lift type power and makes you look epic while beating people down.
    Ice Slick/Earthquake/Freezing-Rain For that unfair advantage.
    Carrion Creepers-Large mobs=Amazingly awesome power that chews up mobs and scares your team mates.
    Phantom Army-"It's alright there's only one of them..Wait where did those other three come from?!?"
    Crane Kick-Stylish and I love attacks with knockback for looks.
    Vengeance-Game over mob.
    Not so fun:
    Mind Control..
    Speed Boost-Last only 2 minutes, times 7 people on large teams, then make it extra annoying with SB MEH NOW.
    Fitness pool
    Snipes
    Invoke Panic
  4. Quote:
    Originally Posted by Fire_Minded View Post
    Ok, the real issue is that people belive that Defenders should be able to carry a 8 man team on there back.This is not the reality of Defender class at all.

    Iv seen a Defender get booted off of a team, for not keeping someone alive, or because of a team wipe.Since he was the only Defender on a +4/8 mission team, id say they where a bit hard on him, and had to high of exspectations that he was supposed to miraculously just save the team from being destroyed.That, and the fact the 2 Blasters and 1 Scrapper decided to Tank the mission, made it even harder on the Defender.

    This poor guy was even yelled at by the leader and others on the team for firing off a couple AoE attacks inbetween heal cycles.(EMP/Elec build)

    I personally thought the Defender played his role very well.It was the fact that the mission was to hard for just 1 Defender to handle a entire team, especially when that team demands way more then a Defender can give.

    As for soloing, I dont have any issues soloing on a Defender, and to be totally honest, I feel that Defenders are the most balanced ATs in the entire game.They arent Tilted in 1 direction or another.They do everything well, not exceedingly well or excellent, but good enough, and as i play my Dark/Dark Defender, I find it more fun then other sets.That and the fact that iv solo'd for the last 4 days, and have hit lvl 29 just last night, makes me belive that most people arnt the Defender Type.(playing only a few hours a day, not all day like the youngsters.)

    My favorite AT in the game is a Defender, and most of my toons are, Defenders.
    I'm not quite sure why you brought this example up as no one is really suggesting an inherent that would allow for a defender to make 4x8 for a team fighting well above their means doable. For those that like Vigilence the way it is that's fine for them, however I think most of us are looking for an inherent that is more present then the one we have now that shows up only once in a blue moon and only while teamed. I'd love to see a Vigilence 2.0 where Defenders get endurance discounts on primary powers and maybe a small recharge bonus. The less energy the defender has to spend while things are going well, the more they can spend when things go bad(For those of you who love current vigilence). While the rest of us can also enjoy the fact that the powers we use to defend our teams or ourself if solo can be used more often to keep the team safe.
  5. A little bit of a strange one but Traps- Forcefield Generator will sometimes blow up a second after summoning if you've just entered a mission.
  6. Couldn't agree more with you Miladys Knight. For the 3+ years I have played this game I played almost exclusively as a Controller or a Dominator. However, after running out of primaries to try I switched to a Dark Miasma defender who stalled out in the thirties and a Trapper sitting at 45 who I love thoroughly. I honestly feel that in terms of protecting a team that Controllers come out ahead with the combination of their primary control and defender primaries as a secondary, defenders just can't compare to that much mitigation. With the addition of containment to controllers that damage gap that seperated Defenders and Controllers shrunk drastically without effecting the advantage in safety a controller has. Containment is always noticeable, on teams, solo, whenever you meet the condition for it to occur where as on my defenders to even notice Vigilence on my Trapper I'd have to not use Seeker Drones, not use poison gas trap, desummon my generator, and turn manuevers off and let my team mates start dying just to notice Vigilence. There's a certain feel depending on what powersets you're playing as a defender sure but I believe that overall there's no in inherent power that links defenders together as an AT at the moment what with the way vigilence is.
  7. I'm currently running the same as you at +1x6 on my traps/elec after IOing my build up a bit. Before that I believe I was doing 0x5.
  8. 1) Like many said you're probably going to have to choose what you think the situation calls for and when to use it. Get hasten, Slot for recharge, and maybe pick up a couple of sets that give a recharge bonus.
    2)In terms of protecting the team traps is great. Seekers can be used to take the alpha strike so others don't have to along with to hit debuff and the occassional stunned enemies, PGT is a great debuff along with damage mitigation, there really is very little that a lone trapper can't protect a team from.
  9. MagicalAct

    Quicksand

    I have to agree with Local Man on Phantom Army. Just for example I joined a team fighting AVs with my Ill/Rad the other day, and due to the team make up I was able to have Perma PA. The leader spent about ten minutes searching for a tank and gave up and was worried that we were going to die against Nightstar without one, even with me trying to explain Phantom Army and Rad's debuffs. Nightstar fell without anyone dying or really taking any damage and the leader exclaimed we were just lucky -_-

    The other power I have to give most underappreciated to is Arctic Air, the amount of damage mitigation it provides to protect meleers is astounding, it can be turned into a proc monster and yet so many Ice/ controllers skip not only this but shiver as well.
  10. Err...Not quite. I have no access to Mid's at the moment but if you put off vines until 24, skip sporeburst,entangler and Spirit Tree all the meh powers in plant you can take both mind probe and telekentic Blast for decent single target damage, AoE damage from roots+seeds+psychic scream by level 16, and completely eliminated all endurance problems by 22 with stamina and drain psyche. In terms of pools you have quite a bit of free space in powers 28, 30, and 35 allowing you to go with say leadership for assault, manuevers and even vengeance , Be able to get another self heal from the medical pool or fighting if you're so inclined for the toggles.
  11. I love the The Prestidigitator's, Tin Mage's, and Ruin's letters.
    The Prestidigitator actually almost got me teary eyed for a second though as he's just a guy with a wand who feels outclassed by every hero around him on the Omega team but he goes on this suicide mission and promises to fight to his dying breath. Truly great writing
  12. First off *I* am not the only one who believes that Gravity needs help. This thread is several pages long with a majority of the posts from people voicing their opinions on how to change Gravity is better, Peacemoon's original thread reached about 7 pages and if you read the Cottage Rule thread you'll find several more pages of people that believe it needs to be changed.

    Second, I am not trying to change the set to fit my playstyle, I'm wishing it to fit the AT's goal. Having no CONTROL for a CONTROL set other then an AoE hold on a 2 minute recharge timer is pathetic to me. On a team that actually invited you to control in levels 1-25 do you just repeatedly tab Gravity Distortion and lift when Gravity distortion field was down?

    Third Wormhole can be an amazing power on a team that understands and change their playstyles in order for it to be effective but due to its small radius, even a good gravity player can slow teams down by accidently splitting mobs due to its small radius.

    And last I too have played Gravity quite a bit..I had a Gravity/Storm controller who I reached 44 with before deleting as anyother /Storm controller seemed to bring more to a team and a level 24 dom I shelved who I did actually take dimension shift on for soloing purposes so he could actually handle +0x2 settings.
  13. For some reason the data chunk isn't working for me so I can't actually see your slotting but in terms of power selections teleport is fine as a travel power nothing really to regret for taking it. I would suggest however going the superspeed route in order to pick up Hasten to shorten the recharge of PA and several other keys powers. In Hurricane's case I'm not quite sure what you mean by "Spammy" but hurricane can be miss used easily and Illusion does not have an AoE immobolize with -kb so the splattroller tactic of immob and brush with hurricane doesn't really work but it's still useful in alcoves and corners to pin mobs while providing an accuracy debuff. Yes, Tornado will also be wild on the knockback without an immobolize however it can be useful on larger targets like AVs or GMs. Assault is a very good power for controllers as it increase you and your team's damage by 15%, second only to defenders.
    Finally, you didn't bring it up but you may find that Lightning Clap can be skipped or respecced into later down the road. Lightning clap is only a Mag 2 meaning it will only effect minions and with no stuns of its own Illusion has nothing to stun stack with. However, you may find that you want to keep it for set bonuses and a bit of AoE containment when you pick up fireball.
  14. Not quite, Illusion atleast has the choice of taking Flash at 6 and PA at 18, not to mention its damage for control aspect is decent as Spectral wounds is fast activating while propel is pretty much useless on teams. And once you hit 26 Spooky just rounds it out further into a well designed set.
    Mind I do agree with has almost as bad as a progression however it atleast becomes a good controller. Gravity's problems don't alleviate with the addition of wormhole, as even played a good player will result in the splitting of mobs from missing and it's short radius, to it's unneccassarily long activation times. Sure wormhole lets you decide where the fight's going to take place but every other control set can actually handle mobs whereever they lie to begin with.
  15. Gravity, definately, what other set do you know of that cannot do it's ATs primary function for over half its career?
    Depending on your secondary Gravity/ is a gimped defender. For example an FF/Ice Defender offers better shields, and even more control then a CONTROLLER for levels 1-26. Stalkers, Dark defenders, Dark corruptors, and countless other combinations are better then Gravity control at controlling. In its current situation I see no reason to take Gravity control over anything else for mitigation.

    Gravity Control for dominators is even worse though as Gravity controllers can atleast pick a secondary like rad/, /TA or /Storm to fall back on, Gravity Dominators get stuck with the loss of control for subpar damage attacks from their primary with a secondary devoted to damage.
  16. Even with traps though there's still the current theme of Gravity needs to be paired with either TA,Storm, Rad or Reroll. I highly doubt we're going to get the current version of traps due to the fact of how badly a controller could abuse it. With traps though I still see almost no reason to play Gravity. Sure Trip Mine+Trip Mine+Wormhole maybe even leverage time bomb in but other primaries that actually have the tools to tackle mobs head on would be even better with it. For example cast quicksand and volcanic gasses from out of LoS, move into LoS and Stone cage followed by trip mine+trip mine while the -KB from stone cages is still active. Traps would alleviate the only weakness of some of the best control sets, being low damage. The fact that Gravity would have to rely on it to even be effective should prove that something is wrong with the set :/
  17. As said it isn't a good idea to put it in Earthquake, however I actually fit the whole kinetic crash set into stone spears on my Fire/Earth, if you can find the slots for it, it actually turns into almost a mini lift/levitate and you get the bonuses
  18. Sorry for not clarifying I guess. You're right every control set has a long recharging AoE hold, however every other control set besides mind has established other means of control with an every mob power by the time they get it(and Illusion but that is still aleviated by alternating between flash and PA until spooky is available). Gravity does not, and so therefore is even more affected by the long recharge timer because other than the AoE immob its the only AoE control effect you have. Wormhole won't even come until your over halfway through your leveling career. In terms of gravity not having that many problems I think the fact that a Dark/Dark Corruptor, revamped stalkers, TA corruptors, and countless others can outperform you in controlling for over half your career is a problem.
  19. I disagree on Gravity being "Up there in terms of safety" as it take 18 levels to get an AoE hold on a looong recharge timer, then another 8 before you actually get your every mob control power, a power that if you plan on teaming alot can actually annoy some people even when played well.

    Mind is very safe in terms of soloing with Mass hypnosis, available at level 8 and the number of ST options at your disposal but it does suffer from lack of every mob control until level 26 as well.

    My votes for primary are Earth, Plant or Ice. In terms of secondary you almost can't go wrong, as its more of a matter of preference.
    /Earth, Has a very "smashy" feel that adds more knockdowns when paired with sets like Earth and Ice.
    /Fire, Good set in terms of AE damage, consume for energy management.
    /Psi, Is very good now in the early levels as opposed to before, AoE damage, and Drain Psyche.
    /Thorns, AoE damage with an exotic damage type.
    /Electricity, Quick, Good damage, Sleep effect sometimes goes off on your attacks.
    /Energy, High single target, low AoE Damage, added stuns.
    /Ice Decent in AoE, Slows, Chilling embrace, and decent in ST damage.(Cool Swords as well :P)

    /End Text wall..As I said you really can't go wrong
  20. I don't think they are going to scrap the pre-established system for controllers for Energy Drain to be the main focus of the set. I believe that End drain will be tacked on just like the -def from earth or -recharge -speed from ice but getting rid of the basic tools of a controller doesn't seem likely for multiple reasons, 1) I do not believe the developers would put that much time into a set that could be easily developed with existing tools and numbers. 2)PvP, I them having to scale back the numbers for drain in PvP for balance. 3)Containment (Granted Illusion sets a precedent for a low Containment set) 4)Playerbase, It seems that there's a large percentage of people that dislike Ice due to their notion of soft control. I see Energy Drain being even softer than slows, fears, and knockdowns, resulting in a large chunk of people that wouldn't even want to try it. As cool as that would be I just don't see it happening especially when you consider how little time it (supposedly) took to have Electric Control completed.
  21. I actually had an interesting discussion with someone who sat down with Sunstorm at Hero con..Sunstorm apparently actually has the Electric Control set done and ready to go, Meaning that we could A) See it before Going Rogue, or B)Have it as a "surprise" powerset along with the headliners of Dual Pistols and Demon Summoning. As to whether it was credible source eh..But the guy didn't seem like the type to lie about this and Electric Control only really needed 3 more powers to make a control set and some number adjustments so it is very probable that the set is already completed. As to the 3 new powers thats the fun part.

    P.S. Do not make this set like Gravity, please. /em begs
  22. When you think of 1,001 things you could do if you only had Phantom Army.
    You think about getting in a fist fight to see how effective Whirling Hands->Bone Smasher->Total Focus is in Real life. :P
  23. In terms of not eating an alpha, you do realize you can use Iceslick the exact same way Earth/ Doms can avoid eating the alpha?
  24. Something tells me you're doing it horribly horribly wrong. In terms of skippable powers almost every control primary as a dominator you only need about 5-6 powers from your primary. As mentioned by others most intelligent Dom players don't take their AoE immobs as it's an aggro magnet and doesn't offer that much in terms of mitigation. For ice especially don't take it as the knockdown from iceslick combined with the fear effect from AA negates about 80% of melee damage. AA does not render Shiver useless..Use them together and then see how you like the primary >_> And in terms of rather taking Gravity up to 50 over gravity by Level 18 you already have an AoE knockdown patch, a cone slow, and an AoE confuse, fear, slow for mitigation...Gravity an AoE hold on a Long Recharge timer..Ice seems to be quite horrible in control :P
  25. [QUOTE=Redlynne;2298324]

    The simple fact is though that perhaps more than any other primary, Gravity/* needs to lean on its secondary to help fill in the gaps. QUOTE]

    This is my point. For Gravity to be Passable in terms of control and mitigation you need to be one of 3 Secondaries, TA, Rad or Storm. Combinations like Ill/Rad, Fire/Rad, Earth/Storm, Ice/Storm, Plant/TA, Earth/TA all considered amazing combos and yet Gravity needs them to be only decent?

    What about the other secondaries? Some may not synergize well like Illusion/Forcefield yet they're still effective because your taking two independendtly good sets and playing them together to protect a team and yet by taking anything like Sonic, FF, Empathy, and so on you're hit again with that lack of controls leaving you to be a slighly gimped defender. One of many examples would be Levels 1-25 Gravity/Forcefield loses out to an FF/Ice Defender in terms of crowd control.

    In terms of your comment about needing to use IO's to be effective, Powersets in this game were designed around the original enhancements, IOs were meant to make a character even greater not good to start with making gravity even more in need in my eyes.

    And Finally the only ones worse off then Gravity Controllers are Gravity Dominators who cannot fill their control gap with more controls, instead get sub-par damage from their primary and more damage from their secondary. :P