MesmerLune

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  1. MesmerLune

    Wind Control

    Quote:
    Originally Posted by Energizing_Ion View Post
    If it ever comes into being, it'd blow me away.


    -_-

    The puns....they start...
    I could of sworn local man already made a pun about breaking wind earlier... Did he delete it? :-/
  2. MesmerLune

    Wind Control

    Anyone know anything about this new power set?
  3. Not sure if they can still do it but i remember reading somewhere that fire/psi domies used to be able to farm. Can anyone shed some light on the subject?
  4. Are they doing lvl bumping on test?
  5. There goes the idea of farming with a robots/traps lol. Thanks for the info
  6. Last time i began a thread about this proc, it nearly escalated into a forum war. hopefully this time around it wont be as bad lol.

    Here's a theory. If you use the KB to KD on bonfire and use the chance for KD proc on caltrops would that give you a 60% chance on KD when both are placed?
  7. MesmerLune

    caltrops proc

    I know about that one but caltrops has no KB but i heard you can make it a KD
  8. MesmerLune

    caltrops proc

    Is there a proc to make caltrops a knock down?
  9. Quote:
    Originally Posted by Most_Amazing View Post
    I read through MOST of the thread trying to see if anybody ever got you a build, and I didn't see anything. As far as a map goes I just run Unai Kemens Missions, really any one of them works. This toon has been through 7 or 8 different builds and none of them have satisfied me like this one has.

    This is only possible because of the Cardiac Alpha slot so be sure to get it if you go with this build. Keep in mind I fight with super speed off and siphon speed on auto, not only to replace the movement super speed provides without the end cost but because the build relies on that recharge to function. I've got the Force Feedback proc in psionic tornado also to give me more recharge. This build is pretty budget friendly if you can get your hands on the glad proc and if not it will still do good for you without it. Also you MUST run tactics even though it has literally no end reduction slotted from the enhancements it is necessary for your powers to hit consistently.

    I know the build looks sketchy at best, but let me break it down for you. For the longest time, before IOs, fire/kins ran on patterns Flashfire to stun the mob then heal, immobilize the mob, then heal, fireball the mob, then heal, etc. this was because we were always being hit. Then came set bonuses and we were able to have this wonderful thing called soft capped defense, which meant if we achieved 45% defense we were only hit 5% of the time, the absolute minimum. Essentially I carried that with me up until I realized all my fire/kin was missing was mez protection. So after a few hours in mids I was able to come up with this build that not only had soft capped defense, but mez protection and that's where I've stopped trying to improve this character. Then they released the Interface, Judgement, Lore, and Destiny slots for incarnates and my character only became more powerful. Instead of having to take Clarion for the mez protection I've been able to take Barrier making me even more survivable. While Indomitable Will is only resistance, and it isn't perma without the FF proc, which you don't have going off unless your farming I still find this character rarely gets mezzed. This is one of my favorite toons to take on a Lady Grey Task Force because of my psi resistance and defense when IW is active.

    If you play this build right, as in maintaining the recharge(force feedback 10% chance for 100% recharge with 10 targets... you do the math, along with hasten and siphon speed who needs purples?) Anyways if you maintain the recharge I promise the build will perform. Flashfire will be up every 20 seconds, that's fast enough to be recharged for every mob. Essentially if you open your mobs with flashfire you'll need cinders for nothing more than an "Oh S**t" button. I know what your thinking if you've looked at the build, and no I didn't take Fire Imps. I found that when your as survivable as this character is they're only an annoyance to try and keep alive you end up spending more time trying to heal your fire imps than you do killing which is a hindrance when your psionic tornado is up every 4.61s.

    A quick run down..
    your psionic tornado does 84.71 points of damage in 4.1s, and it recharges in 4.61s so essentially you've got a power that is constantly doing 20.66 points of damage if you cast it fast enough you'll only have a 2s down time from that 20 pt DOT.

    With the new bonfire changes, I replaced speed boost with bonfire in order to give me a little bit more damage and boy does it work.

    Oh and umm, it's really hard to die...due to soft capped Psi/Smashing/Lethal Defense and nearly capped Melee Defense.

    Anyways here is the build

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Ring of Fire
    • (A) Enfeebled Operation - Accuracy/Endurance
    • (3) Enfeebled Operation - Immobilize/Range
    • (3) Enfeebled Operation - Endurance/Immobilize
    • (5) Enfeebled Operation - Accuracy/Recharge
    • (5) Enfeebled Operation - Accuracy/Immobilize
    • (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
    Level 1: Transfusion
    • (A) Touch of the Nictus - Healing
    • (43) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (46) Touch of the Nictus - Accuracy/Healing
    • (46) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    Level 2: Char
    • (A) Basilisk's Gaze - Accuracy/Recharge
    • (7) Basilisk's Gaze - Accuracy/Hold
    • (9) Basilisk's Gaze - Recharge/Hold
    • (9) Basilisk's Gaze - Endurance/Recharge/Hold
    Level 4: Fire Cages
    • (A) Enfeebled Operation - Accuracy/Endurance
    • (11) Enfeebled Operation - Immobilize/Range
    • (11) Enfeebled Operation - Endurance/Immobilize
    • (13) Enfeebled Operation - Accuracy/Recharge
    • (13) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (15) Enfeebled Operation - Accuracy/Immobilize
    Level 6: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 8: Hot Feet
    • (A) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (15) Obliteration - Damage
    • (17) Obliteration - Accuracy/Recharge
    • (17) Obliteration - Damage/Recharge
    • (19) Obliteration - Accuracy/Damage/Recharge
    • (19) Obliteration - Chance for Smashing Damage
    Level 10: Siphon Speed
    • (A) Accuracy IO
    Level 12: Flashfire
    • (A) Razzle Dazzle - Accuracy/Stun/Recharge
    • (21) Razzle Dazzle - Endurance/Stun
    • (21) Razzle Dazzle - Accuracy/Recharge
    • (23) Razzle Dazzle - Accuracy/Endurance
    • (23) Razzle Dazzle - Stun/Range
    Level 14: Hasten
    • (A) Recharge Reduction IO
    Level 16: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (36) Luck of the Gambler - Defense
    • (37) Luck of the Gambler - Defense/Endurance
    Level 18: Cinders
    • (A) Basilisk's Gaze - Recharge/Hold
    • (25) Basilisk's Gaze - Endurance/Recharge/Hold
    • (25) Basilisk's Gaze - Accuracy/Hold
    • (27) Basilisk's Gaze - Accuracy/Recharge
    Level 20: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense
    • (39) Luck of the Gambler - Defense/Endurance
    Level 22: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (29) Kinetic Combat - Damage/Recharge
    • (29) Kinetic Combat - Damage/Endurance/Recharge
    Level 24: Tough
    • (A) Reactive Armor - Resistance
    • (31) Reactive Armor - Resistance/Endurance
    • (31) Reactive Armor - Resistance/Recharge
    • (31) Reactive Armor - Resistance/Endurance/Recharge
    • (33) Steadfast Protection - Resistance/+Def 3%
    Level 26: Bonfire
    • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
    Level 28: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    • (33) Luck of the Gambler - Defense/Endurance
    Level 30: Tactics
    • (A) Rectified Reticle - To Hit Buff/Recharge
    • (37) Rectified Reticle - To Hit Buff
    Level 32: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    • (40) Rectified Reticle - To Hit Buff/Recharge
    • (40) Rectified Reticle - To Hit Buff
    Level 35: Transference
    • (A) Performance Shifter - Accuracy/Recharge
    • (39) Performance Shifter - EndMod/Accuracy/Recharge
    • (39) Performance Shifter - EndMod/Recharge
    • (40) Performance Shifter - EndMod/Accuracy
    Level 38: Fulcrum Shift
    • (A) Accuracy IO
    Level 41: Mental Blast
    • (A) Decimation - Accuracy/Endurance/Recharge
    • (42) Decimation - Damage/Recharge
    • (42) Decimation - Damage/Endurance
    • (42) Decimation - Accuracy/Damage
    • (43) Decimation - Accuracy/Damage/Recharge
    Level 44: Mind Over Body
    • (A) Reactive Armor - Resistance
    • (45) Reactive Armor - Resistance/Endurance
    • (45) Reactive Armor - Resistance/Recharge
    • (45) Reactive Armor - Resistance/Endurance/Recharge
    • (46) Gladiator's Armor - TP Protection +3% Def (All)
    Level 47: Psionic Tornado
    • (A) Positron's Blast - Damage/Recharge
    • (48) Positron's Blast - Damage/Range
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Accuracy/Damage
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    • (50) Force Feedback - Chance for +Recharge
    Level 49: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Recharge Reduction IO
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (34) Miracle - +Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - EndMod
    • (34) Performance Shifter - EndMod/Recharge
    • (43) Performance Shifter - EndMod/Accuracy
    Level 1: Brawl
    • (A) Kinetic Combat - Accuracy/Damage
    • (34) Kinetic Combat - Damage/Endurance
    • (36) Kinetic Combat - Damage/Recharge
    • (36) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Containment
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Total Radial Revamp
    Level 50: Cimeroran Total Core Improved Ally
    Level 50: Pyronic Partial Core Judgement
    Level 50: Reactive Total Radial Conversion
    Level 50: Barrier Total Core Invocation
    ------------
    I got two words for you, Thank you. This was the reason I began this thread in the first place.

    As for your build. Your right without the imps one would be quick to judge. However after reading what you said and rethinking my play style, I could see this working. I'll give it a try and let you know how it works out for me. Thanks again
  10. MesmerLune

    Illusion dom

    Quote:
    Originally Posted by Oathbound View Post
    From their discussion during the coffee talk, it sounds like this is exactly the hold-up. The idea of a potentially perma-unkillable tank on a damage archetype.
    Ill/storm is pretty much a "damage" set on a controller AT. Get perma PA and you have your unkillable tank.
  11. Quote:
    Originally Posted by Pinkpup View Post
    I find it ironic that most people on the troller forum would have putting bonfire in the 'mostly' skippable column some month ago if asked. Now a proc comes along, which is causing people to stick it back in their build... and some wish to return it back to graveyard of skipped powers.


    And by the way, you could have the same discussion about tornado. Lets see, auto-hit, good damage, rarely used till the kb proc came out.
    If this has a like button, I would like this lol.
  12. Quote:
    Originally Posted by Little_Whorn View Post
    I'm not too mature to admit I giggle every time MesmerLune says "bonefire" instead of "bonfire". Sounds like a VD.

    "Can't come in today, boss. My bonefire's been flarin' up!"
    LMAO ;-p i'm glad someone here has a since of humor, BONEFIRE all the way!!!!

    I know what excuse i'm using to get out of jury duties ;-p
  13. Before this get's more out of hand, i would like to say a couple of things.

    1. I originally began this post because i wanted a better farm build, and to simply discuss (with others that are using the proc) how their experience is going.

    2. This post was never meant to be turned into a discussion with conflicting opinions, on how powers should or shouldn't work.

    3. It is, what it is. If the devs choose to alter the proc on bonefire, then so be it. It will be handled accordingly if and when the time comes.

    4. We really should remind ourselves this is a game. There is no point in getting so worked up over something so mundane.
  14. Quote:
    Originally Posted by Arcanaville View Post
    Game-breaking != Farm really really fast. If the IO made the character untargetable by critters, they could still theoretically be killed by untargeted AoEs, it would not help them kill any faster, but it would still be game-breaking.

    The proc in bonfire appears to be better than the original bugged version of smoke grenade that debuffed tohit -100%. If the IO in bonfire is not broken then neither would a -100% autohitting tohit debuff in smoke grenade be broken. At least that would obey the purple patch.
    How in the world would this be better then something that debuffs to hit 100%?? If they cant hit you, you win. As I've sated before, there are enemies that have protection against KD therefor the power is deemed useless...................
  15. Quote:
    Originally Posted by ketch View Post
    Allowing one power in one control set to provide more control than any other against +6, +7, +8... conning enemies is common sense how?
    I meant common sense int eh fact that he's well aware that this power isn't a "game breaker".
  16. Quote:
    Originally Posted by Warkupo View Post
    Thank you kindly.

    After seeing it in action it would appear that reports regarding bonfire with this IO are not too greatly exaggerated. While I am capable of achieving similar mitigation with other controllers, I typically need to create a generally expensive build that focuses on synergy between the powers within my set. That a single IO in a single power can close the gap that easily in the amount of work typically required for that level of performance seems obviously imbalanced to me.
    Warkupo, seeing it is one thing, putting it to work is another. I strongly urge you to try it for yourself. I can guarantee you that this new proc cant stand to the speed and power of a farm build ss/fire brute. Truthfully i can kill faster and have better survivability on my ill/dark and ill/storm. Furthermore, if an enemy has resistance to KD/KB, the proc is completely useless. In the video yes it does look amazing and i wont deny that it is, but it's no were near game breaking.

    But that's just my opinion. Try it for yourself and then form an opinion based on your experience.
  17. Quote:
    Originally Posted by Tater Todd View Post
    So you're saying that a Brute at almost Max Fury is outdone by Bonfire?

    Pffft!

    Fire Control even as a whole cannot compete with Super strength or Titaan Weapons ect unless it has a certain build...and even then Melee outshines.
    Tater Todd... I love you lol. Finally, someone with some common sense.
  18. Quote:
    Originally Posted by Warkupo View Post
    I agree with Reppu's sentiment. I do not believe it is ever wise to make a game easy to the point that it no longer requires user input. Such a games rarely hold the attention of anyone. That is why Balance is important.
    Once again if you don't like it. Don't play it.
  19. First of all, take away rage and burn from a ss/fire/ brute and bye bye farmers. Without seeds plant trollers/dom wouldn't do NEARLY as much damage. Hurricane is an amazing power, perhaps not enough to brake the game but good enough to be a must have on most stormies. PA isnt so hard to make perma any more, and yes IT IS OP. I have 5 lvl 50 ill trollers and once they have perma PA they're pretty much indestructible (it's very hard to die when you have 3 tanks that cant be killed pet).

    How ever this new bonfire proc doesn't work on all enemies, there are many that have resistance to KD therefor make it completely useless against those enemies.

    Honestly, like gamer stated, if you don't like it. Don't play it, period. It's STUPID, to sit here and complain about it.
  20. Quote:
    Originally Posted by Reppu View Post
    Well, of course. I more meant in specific to the power in question in this thread.

    An easy, and needed fix, until something else can be figured out is just removing the flag of accepting Universe Damage IO sets from Bonfire.

    Easy, simple, people can quit literally breaking the game.
    I'm sorry Reppu but i loath when something good comes around and people automatically start complaining, and asking for it to be nerfed. By that notion then rage, seeds of confusion, burn, Hurricane, the whole dark affinity set (cause every power there seems to be amazing!), Lightning rod, Phantom army, Chrono shift, ALL the incarnates, and a bunch of "OMG that's awesome" powers should be nerfed.

    Can't we just enjoy a power without someone begging for it to go away?
  21. Quote:
    Originally Posted by BViking View Post
    Would that make it affect more KB-resistant foes, with the proc ensuring that they never go flying, correct?
    I've been testing it for two days now with just the proc and honestly I've yet to seen one go flying off. it's always a steady knock down.
  22. Title says it all. If anyone has done this, please post your findings. I thinking we can make robots/bubs Top tier MM once again with this new proc.
  23. Ok, i think we can really bring back the fire/kin farmers. And i mean BEAST FARMERS. If someone has an amazing OP fire/kin farm build, please post it here. I made one but I'm not sure if it's done right. I'm able to farm 4 x 8 on battle maiden farm, but i want to be able to do it on red's smashing and lethal cave farm or something that provides as much XP.

    Please guys, if you have a great build (with purples or not) go ahead and post it here. Also if you know of a good fire/kin farm map that gives as much xp as red's farm do, please post it here as well.

    One more thing, if you know how to get the most out of that new KB to KD proc please post here as well.

    Thanks all! ^_^
  24. MesmerLune

    Nature on MM's

    Ok so here it is i'm starting the official discussion on the new nature affinity for MM's. Share your thoughts, builds, opinion, knowledge, or what ever you want to share, about this new secondary for MM's.

    I'll go first.

    I started one on test server the other day and i freaking love her!!!!!