Miladys_Knight

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  1. I do and I wouldn't give up the S/L defense. I'd just keep layering it on. Also don't forget to pick up Eye of the Magus and Geas of the Kind Ones. Eye gives you another minute of God mode and Geas helps it all recharge faster.
  2. I know its a vain hope but I hope that it removes the interrupt, from all powers with interrupts, for all team members. That would mean that my Arch/Dev/Munitions might actually not suck on a team.
  3. The opposite of ebil is......

    libe, as in they had a libe one to take advantage of
  4. Quote:
    Originally Posted by GavinRuneblade View Post
    As mentioned, you're going to love carrion creepers. Just a warning, slot those babies with generic accuracy, they have multiple attacks and Set IOs work wonky in them as a result. But I found that accuracy made a world of different in mine, far more than damage for just one slot.
    I prefer HO nucs......
  5. Miladys_Knight

    Arch/EM

    Since the issue with blasters is survivability your best bet is probably going to be building for defense (this is true for most blasters).

    However it depends mostly on play style and what you envision doing with your Arch/EM. Are you mostly soloing? Mostly pugging? Teaming exclusively with friends/SG mates?

    For Arch/EM I usually reccomend a ranged defense build, utilizing hover to stay out of melee, and Alpha Cardiac (one of the versions that boost range by an extra 20%).
  6. Quote:
    Originally Posted by Robert_B View Post
    Seems like there is alot of debuf in this set, what, in your opinion is missing? I see there is no -regen, so is that it?

    Also,

    The fire troller took smoke, so if we both slot up those powers [flash arrow and smoke] will the -tohits stack?
    There is a lot, the problem is that it isn't any one kind of debuff. There is -to hit, -damage, -resist, slow move, defense debuff, etc. The problem is that none of the numbers are stellar and most of them (if not all of them) won't self stack. Additionally if you keep your debuffs applied you'll spend ~25% of your animation time applying/reapplying them and won't be doing much damage.

    Factor in purple patch and mob rank and you are more of a flea bite (sorry Flea!) than anything else.
  7. Quote:
    Originally Posted by Robert_B View Post
    Hey All,

    So I'm playing in a trio with a Fire/Emp and a Plant/Emp, I've decided to go TA/A since I've always wanted Oil Slick and RoA is fantastic.

    I would have gone with a Emp/A but I decided to get some anchor-less debuffery going here, so the question is, does TA offer enough debuff that our team will be able to do AV's if we wanted too?

    Also,

    Assuming that all my powers are recharged, what would be the order that you would toss out debuffs before attacking?
    The short answer is, no it doesn't. An Earth/TA controller would though especially if you slot Achilles Heel proc in Earth's AoEs.

    My usual Debuff order (assuming standard spawns) is: Target the boss, Flash Arrow > (OSA if recharged) > Glue Arrow > Acid Arrow > Disruption Arrow, target OSA, > Blazing Arrow
  8. Miladys_Knight

    Dark/DP

    Unless they are specifically flagged to be unresistable (like flash arrow), all debuffs are less effective due to purple patch. Mob rank also reduces the effect of debuffs.

    +4 mobs, for instance, reduce the effectiveness of most debuffs by roughly 50%

    Purple_Patch
  9. Quote:
    Originally Posted by Argentae View Post
    Lots of great feedback, thanks! Good to hear the positive experience with it.

    Miladys_Knight had some really good points about aggro and perception range. I'd probably slot it with a set of Sandman, and IIRC that has some range in it? In any case, that sounds like an excellent thing to keep in mind.


    Good stuff, and exactly the kind of detail that helps other controllers out. :-)

    I've got quite a bit of space in the Plant/Kin build powers wise, so I'm thinking I'll be picking up Spores at 22, and I'll start playing around with it.

    Arg
    Yes the Sandman set has range in it. A level 50 set will give you just enough range to have you out of mob perception by a couple of feet.
  10. Miladys_Knight

    HO tricks

    An Arch/Energy Blaster with the single target attacks slotted with 4 Devastation pieces and 2 Centrioles and the AoEs slotted with 5 pieces of Posi and 1 centriole + Alpha Core Boost, Total Core Revamp, Partial Core Revamp, Core Paragon, or Radial Paragon gives you the longest ranged blaster in the game (AR is slightly longer ranged for the tier 1 and 2 attacks).

    On open terrain maps range = defense is once again true (provided you aren't fighting rikti) as the above with Boost Range and hover will allow you to stay outside of the range of Mob attacks.

    If you add teleport in as your travel power you have THE FASTEST travel in the game.
  11. Spore Burst causes aggro on a miss but with just a tiny bit of range slotting you can have enough range to be out of mob perception range when you cast. This causes only the missed mobs to aggro rather than the chain aggro that occurs if you are inside perception range.

    Seeds will always chain aggro on a miss (because its base range is 50') unless you slot it with 3 level 50 range IOs (a complete waste of slots) and then you can barely cast it from outside perception range.

    You can effectively combine the 2 by casting Spore Burst from outside aggro range, holding any missed/aggroed mobs. Then moving in and Seeding the sleeping mobs. Since Seeds does no damage it won't wake the sleepers and you can check and see how many mobs you missed with Seeds and then apply single target controls before using an AoE power like Roots to wake them all up.
  12. That's a fine plan for soloing but not so good for teaming unless you are teaming only with patient friends.

    It takes 9 seconds total (5 seconds of animation and 4 seconds of interrupt) to set a trip mine. Most of your teammates won't give you the time to cast powers that take more than 2-3 seconds total.

    On a team a devices player tends to only be able to use Web Grenade and Caltrops (and a few of the utility powers like Cloaking Device and Smoke Grenade.)
  13. Miladys_Knight

    HO tricks

    HO micros are also good in Hot feet since the move in the micros = slow in hot feet.

    Also IIRC slotting a Ribo in Personal Forcefield increases the damage resistance it provides and does the same thing in Deflection Shield. They are both flagged as unenhanceable but I remember that working along time ago.

    Same thing with Quicksand. Slotting an Enzyme increases the defense debuff provided even though the defense debuff isn't supposed to be enhanceable.
  14. Quote:
    Originally Posted by Panzerwaffen View Post
    Well, if by 'awesome' you mean 'weaker than every other blaster secondary', then I guess I can see your point..
    Technically its not weaker. The real problem with devices is the time/utility trade off. Devices is some where in the sub-basement there. Its a substantial outlier by a magnitude or 2.
  15. Defense of course.

    Blasters all ready do lots of damage but are very very squishy. Defense lets you survive long enough to put out all your damage.
  16. Quote:
    Originally Posted by Eric Nelson View Post
    Are you aware that you could spend 5-10 minutes in an AE mission for a modest amount of Tickets and get just about ANY salvage you need (especially common or uncommon) just that easily?
    It's probably why there is little to none on the market.....
  17. No question in my mind....

    ABBA - Money, Money, Money


    After alll aren't all the buy it nao-ers eternally broke?
  18. Miladys_Knight

    Lack of Alpha

    Quote:
    Originally Posted by Psylenz View Post
    OP, Did you remember to run the Mender Ramiel arc in Ouroboros?
    and if so did you talk to him again after the final mission?
  19. Miladys_Knight

    Time Bomb

    Quote:
    Originally Posted by New Dawn View Post
    Blasters are ranged/support. Not ranged/melee as some people may think...
    This is not really the case anymore. When the game first came out it was true. Blasters had primary power sets with much longer animations and the animation times were unbalanced (Flares with a 3.3 second cast time for instance and less than 80 range) and AR and later Arch with most powers having cast time averaging 2 seconds.

    At the start blasters had lower hit points and did roughly the same damage as scrappers but had vastly lower survivability. We were told at that time that range = defense and the fact that blasters did damage from range was supposed to compensate for all the weaknesses and it did.....

    Until the devs realized that some people were hovering out af range and never taking any damage so they fixed it so that the mobs out ranged the blasters and blasters started dropping like flies (a poor choice on the devs part since the speed at which you could do that vastly outweighed the safety provided ie: the time for safety trade off was far too high especially when compared to all the other ATs. This is currently the case with devices its an outlier in the time/safety trade off and not by a small margin.)

    So Blasters were given defiance to compensate for that nerf but it didn't compensate for it. Animation times were too long and you were defeated long before you could get a reasonable amount of damage output going.

    Since blasters were consistantly the lowest rewarding arch types the devs once again changed defiance. The tier 1 and 2 primary powers were all standardized for range and animation time and while this was going on animation times for sets like AR and Archery got tweaked to lower values.

    These changes make blasters the "damage archtype" (a mis-nomer in most cases since the mobs still out range blasters, many scrappers and brutes can still out damage a blaster and they out survive them too, and brutes and scrappers are "designed" to be in melee and have real mez protection a lack that still results in more blaster defeats than any other single issue).

    All blaster secondaries do damage but not all of them provide significant mitigation (/energy and /fire as examples), its not always melee damage but today's blasters are the damage/damage archtype not a damage/support archtype. Damage/support is the corruptor's role in the game.
  20. Quote:
    Originally Posted by SpittingTrashcan View Post
    I haven't had significant problems with slapping x4 groups with Seeds, so I can't necessarily say one way or the other how to fix a problem I'm not having.

    Plant does have some alternative opening gambits available. Starting with Carrion Creepers, especially from out of LOS, is quite safe. So is letting the Fly Trap wander into aggro range and letting it take the alpha. It'll take some dings, but a Spirit Tree or Aid Other will take care of that. If worse comes to worst, there's always resummoning.

    On my level 50 Plant/Elec/Ice, I will sometimes use Sleet from outside of LOS as an opener. This is particularly helpful against confuse-resistant Nemesis.
    One thing to note is that you can use stealth+SS and set up Spirit Tree prior to opening. Spirit Tree doesn't notify or break stealth even if cast inside mob perception range.
  21. Quote:
    Originally Posted by Fiery-Enforcer View Post
    I highly suggest a Mind Dom since you don't have one yet.
    I agree. Mind/Ice/Fire is a very fun combination to play.
  22. One other thing is that Seeds has a 50' range which means that you are well within perception range at the time you cast it. It also notifies on miss so if you miss one mob it is notified, stealth breaks, and all of the mobs within perception range aggro immediately, que up an attack, and roll to hit. A split second later they are affected by the confuse, they turn toward each other while animating their powers but all the projectiles fly your way and damage you (since the hit rolls have all ready been made).

    Unfortunately that is WAI. You can fix it by slotting up enough +range in Seeds to be able to cast it from 80ish feet (the bad news here is that is 3 level 50 range IOs) or you can slot Spore Burst with the Sandman set (increasing it's range to 81 feet) and open with that and then hit the sleeping spawn with seeds. Since seeds does no damage it won't wake the spawn so the confuse will apply and you can then safely wake the spawn with an AoE like frost breath or roots.
  23. Quote:
    Originally Posted by Redlynne View Post

    What about giving Flash Arrow a "Sniper Range" of 150 ft?
    Most sniper ranged powers get a longish interrupt and a longer animation. This would defeat the purpose....
  24. Quote:
    Originally Posted by Garent View Post
    Trick Arrow
    From playing TA as both a defender and controller the thing the devs have to do is make sure that any change that they make to TA for defenders doesn't unduly overpower the set as a secondary for controllers.

    Trick Arrow's biggest problem is that it has a LOT of small and medium sized debuffs. In order to get an average amount of benefit from the set you need to use most of them each spawn. TA has fairly fast animations but even with that considered, to lay down Flash Arrow > Glue Arrow > PGA > Acid Arrow > Disruption Arrow > Ice Arrow takes 7.98 seconds. Once you've done that you have to reapply, PGA every 20 seconds, Acid Arrow every 20 seconds, Glue Arrow every 30 seconds, and Disruption arrow every 30 seconds.

    There are 2 states the defender will find him or herself in. Teamed and solo. On fast moving teams many spawns won't last the 8 seconds it takes to layer all the every spawn debuffs, which means that much of the benefit of playing a TA defender is moot. All you will contribute is one or 2 debuffs and a couple of anemic attacks before it is time to move on. Further, when you get to the next spawn those debuffs may not even be recharged with out slotting sets that provide recharge bonuses.

    Solo you have a similar problem. You have to spend too much of your time debuffing and you don't get enough time to attack. It can take you 2 - 3 minutes to solo a spawn and 25% of your animation time is going to be (re)applying debuffs.

    Increasing durations (and in the case of some powers, radius) will solve the solo problem. Reducing animation times will provide the same amount of relief to both cases (I see absolutely no reason that any of the primary powers should have differing animation times. You are, after all, pulling a single arrow, of identical size, out of exactly the same place and firing for each and every power)

    The problem I see with most of your suggestions is that they are "power non-sequitors" from my point of view.

    Most of your proposed solutions don't really solve the set's problems nor do they really fit the theme of the set.

    Quote:
    Entangling Arrow has 1/5th the magnitude -Recharge and -Movement than Traps’ Web Grenade (scale 0.1 for the Arrow and scale 0.5 for the Grenade), even though the only other difference they have is rather small Endurance Cost difference (5.2 for the arrow, 7.8 for the grenade). Raise the endurance cost and debuff amounts to match.
    A more thematic solution for this problem would be to make the net bigger. A radius 10, 5 target cap for this power would be a better fit. This wouldn't over power the controller version since the majority of controller sets have an AoE immob as their tier 2 primary.

    Quote:
    Flash Arrow should have an additional scale 1.0 -ToHit (resistable) added, making it scale 1.5 -ToHit on most mobs, but still have the good scale 0.5 unresistable portion for AVs.
    The real problem with Flash Arrow on teams is that you rarely can get it applied before the team has aggroed the next spawn. This renders the -perception part moot and provides no Alpha strike mitigation. A 30% increase on the base range of this power would make a difference as you could then potentially get it fired before the next spawn is aggroed (and you would still be out of perception range when it hits rather than in perception range with any stealth you may have supressed). This change doesn't make it any better for the controller and has no real effect on the solo game.

    Quote:
    Glue Arrow should have an additional debuff effect attached to it. It currently is very similar to Tar Patch, but without the massive -Resist. Given the other -Resist in this set, -ToHit would be a good addition to put here (say, scale 1.5).
    Again this isn't really thematic. The biggest problem with Glue arrow is that it is a targetted AoE with a 60' range. If you fire it on the mob in the front of the spawn it only has to wade through 1/2 of the power's diameter before it's free. Even at the -run speed cap 1/2 of the spawn can be out of the area of the glue before it has expired let alone before it's recharged again. This power should be changed to a non-targeted AoE so that the entire diameter of the debuff patch can be used rather than 1/2 of it. If you really want to buff it you could make it web evelope-ish and have any targets that are in the area of effect at the moment the glue hits be affected by a 10 second mag 3 immobilize. Making those 2 changes would keep the spawn in the other debuffs from TA's primary for most, if not all, of their durations.

    Quote:
    Ice Arrow should have its recharge reduced to 10 or 8 seconds. Leaving it at 10 seconds with same duration puts it on par with Freeze Ray in Ice Blast. Dropping it to 8 seconds puts it on par with the Controller holds (note that it doesn't deal any damage).
    Not all that thematic and while it is a decent buff for the defender it's likely too much for the controller. Ice Arrow should be a scale 1 damage power in addition to it's being a hold (it is an arrow after all, and isn't that the reason there is no "healing arrow"?).

    Quote:
    Poison Gas Arrow should either have its sleep chance increased to 100% or its magnitude increased to 3 or some combination (mag 2 guaranteed, mag 3 with chance). It should also have a -500% Regen for 20 seconds component added. It is currently significantly weaker than Poison Gas Trap.
    Changing any of the mez magnitudes and durations of any of the TA powers makes the controller version "too good" once the controller modifiers are applied.

    I've never understood the logic behind sleep in PGA. Yes I get that they are standing there choking but I don't understand why hitting them suddenly makes them stop choking. The -damage component makes sense but I've always thought that PGA should be a larger radius, toxic DoT power. Making that change would improve things more for the defender version and not benefit the controller version as much.

    Quote:
    Acid Arrow seems good enough for its recharge and duration, but the inability to stack and need to reapply so often hamper its performance. It also needs to be thought of in context with Disruption Arrow...
    I agree mostly with this. Increasing the duration for the defender while keeping the lower version for the controller would be thematic and keep the controller version from being better than the defender version. It would also have the advantage of reducing the amount of animation time a solo TA defender needs to use.

    Quote:
    Disruption Arrow's debuff should be brought in line with Freezing Rain and Sleet (which both have similar recharge and duration). -30% resistance and -30% defense with a duration of 30 seconds. As it is, Acid Arrow and Disruption Arrow combined are less powerful than Freezing Rain or Sleet. Given that Acid Arrow already applies both -Defense and -Resistance, some other set of debuffs like -ToHit and -Range are acceptable. Alternatively, move Acid Arrow's -defense to here and give Acid Arrow a Benumb inverse Power Boost effect. Furthermore, Disruption Arrow has a target cap of only 10, when it should be 16. (Out there solution: Merge Acid Arrow and Disruption Arrow, completely and add in some kind of AoE buff power like “Marksman’s Aura”, a modified version of Tactics that also gives +Range)
    I don't believe this needs to be done either. A slight decrease to the recharge time and slight increase to the duration coupled with making the target cap 16 is all this power really needs and again benefits the defender more than the controller (since the controller version should keep it's current recharge, duration, and target caps to compensate for having the same debuff values)

    Quote:
    EMP Arrow does not need the self -Recovery. The 6 minute recharge is punishing enough.
    I still think this is too much. There is no reason to remove the self -Recovery since the defender "should" be benefitting from vigilence while the controller does not. I will agree that the recharge is too long and should be reduced to 4 minutes (but only for the defender version)