Oedipus_Tex

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  1. Oedipus_Tex

    Best confuser

    If you go with Mind Control I would suggest Mind/Time or Mind/Rad, with Mind/Time/Primal being my optimum suggestion. Your damage will not be extravagant but it is definitely still soloable. Rad and especially Time grant very large Recharge bonuses that can help you get your primary powers back quickly. Of course, any secondary will work if you can think of a different strategy. I personally have a Mind/Cold Controller, which is not the most synergistic combo in the world, barring the fact that any team that adds him gets both a Mind Controller and a Cold, which is pretty hard to shake a stick at.

    IMO Mind Control fares among the best of the Controller primaries when placed in the specific environment of incarnate trials because it can do so much without drawing attention to itself, and it is the only set that can easily stack 2 of its AoEs with single target powers to overcome protection. In the unusual event of a team wipe on Lambda, Mass Confusion is a godsend because you can confuse the huge group of gathered enemies without pulling down the wrath of the gods.

    The main downside of Mind Control on Controllers specifically is Containment and also dealing with Elite Bosses/AVs solo. The Containment issue is partially solved by Power Boost because boosting the duration of Total Domination means a much longer Containment period that can't be broken. AVs are just one of those things you learn to deal with. Although technically, Mind Controllers have better single target DPS than most other Controllers and its really only their solo struggle with Containment on difficult enemies that holds them back; when there is another Controller on the team to immobilize the AV, the Mind Controller out-damages those Controllers, since pets tend to die and Mind's powers are both more damaging and very fast animating.
  2. I never really know how I fit into these discussions, because I am this gay dude with a banner full of campy, drag inspired, off-brand superheroes that few would take as serious commentaries on gender relations, but I will give it a try.

    IMO the promotional artwork for this game does tend to present females in more sexual poses than men. I think the differences between the presentation of Desdemona and Maelstrom are readily noticeable. There really isn't a male character in this game sexualized to the same degree.

    That said, we just got done saying we are okay with people dressing up their characters however they like. So the question sort of becomes, if that's okay, is it wrong to be attracted by a game advertising what you're likely to buy?

    Now, personally, I actually think Desdemona is nice to look at because I am not blind, and woman are attractive for various reasons. On the other hand in D's case I also can't help but be reminded of Cher in the late 80s. There's a certain kind of camp to being a demon summoning chick named "Desdemona" and running around carrying--of all things--a flaming whip. While she's sort of standardized promotional T&A material, she's also exactly the kind of character who is ripe for female impersonators, and that makes me wonder if, in a strictly non-canonical sense, there's not an underground interpretation that she is not actually female. While I don't think that's the standard interpretation, its certainly an interesting one in terms of this discussion and others like it.

    Anyway I agree that more costume pieces shared between both genders would be great. But I also play a hoochie or two and don't want to lose those costume pieces.
  3. Quote:
    Originally Posted by Gangrel_EU View Post
    /lfg should do it, but only if you are already queued up using the LFG interface apparently (http://wiki.cohtitan.com/wiki/Communication_Channels)

    So wait a minute. The LFG chat channel can only be used and heard by people inside the tool that puts you in a team automatically?

    That is... very strange.
  4. Quote:
    Originally Posted by Zamuel View Post
    In all due respect, I'd probably avoid control sets like the plague if this was the case, specifically since there's no way to make affects more likely to occur. You make good points on Jack Frost and Shiver though.

    I doubt it actually, because you wouldn't have anything to compare it to other than what existed pre-ED and even with "just" a 75% chance to activate, Controllers and Dominators would still by far have the best AoE control abilities. IMO the nature of the redesign actually ended up messing up Controllers worse than what I propose would have been the better solution, because the current rules for mezzes are completely binary. They basically allow Controllers to function in a protected, overpowered state--but only as long as they stay in their corner.

    I consider Nemesis the textbook example: more or less immune to a Controller's AoE confusion powers (not a Dominator's though). Because the mezz powers don't do anything except mezz, they are vulnerable to shutdowns. The same thing happens with Fire Control and Dispersion Bubble, and to all Controllers when they go up against all-boss spawns. So you throw your Seeds of Confusion or Stalagmites or whatever and basically nothing happens, because these powers pack no kind of debuff or secondary effect that would warrant a less binary "on or off" condition for having used them. It's no surprise that Controllers went on to become top farmers of the easiest content, because that's basically what that design facilitates.

    The other thing about this is that if a partial-chance model had been used, we wouldn't have to police the recharge on these Controller powers so that they are universally defined by their long recharge times. The AoE holds are particular offenders in this regard. If they didn't completely shut down a spawn, we wouldn't need Controllers to run around with 120 and 240 second base recharge times that only become reasonable with IOs.

    But like I said before, this ship has already sailed and nothing will ever come of it. If you've followed my posts about Time Manipulation and other sets you already know my basic take on powerset balance is that this game has no standards of overpowered-ness left to leverage. The Control sets are kind of like that in their own sense. That is all well and good, as long as we don't complain when the immune-to-everything and auto-hit-resistance-ignoring business starts, because the easiest way to nerf a powerset without announcing it as such is to create a situation where it's unideal. And that would be why, for example, iTrial AVs dispensed with purple triangles entirely and are just outright immune to everything.
  5. Unfortunately this was predicted months ago. IMO the lockdown on freemium talking is a pretty serious disconnect with common sense. Of course they are are going to talk in the Help channel. That is if they bother continuing with the game after discovering they can't talk (I wouldn't if it had happened to me in the games I've free-played).

    Anyway for some reason there actually is a filter for a LFG channel but no actual mechanic for chatting on it that I know of.
  6. This is a reply to the original post. I am short on time because I have an event tonight I need to attend, but I did a quick review and mock up response build. The original build isn't bad, my revisions are just suggestions, pick and choose what you want to apply.


    - You've slotted a lot of Chance for +2 holds. I assume this is a personal style thing. IMO it's overdone a bit but it's sort of up to you. I didn't preserve all of them in my suggested mod below.

    - There are a couple of purple sets slotted here. I assume you understand the cost associated, but I just wanted to flag that.

    - You will probably want KB protection.

    - Some people won't like that you have purples in Mass Confuse and golds in Confuse. It saves a slot though so I'm fine with it, and I rarely find major need for Contagious Confusion in regular Confuse (in fact sometimes I specifically want only one enemy Confused)

    - Fly is a personal choice. If you can't just live without it, keep it. I consider it a costume power. Up to you. If you replace it, I suggest Combat Jumping for its ability to slot LotG, +defense, immobilize protection, and low end cost.

    - I would take Super Speed over Stealth since you have the pre-reqs anyway. Super Speed is extremely useful for iTrials and even for some of the recent story arcs that have timers that force you to race somewhere quickly.

    - I would put a Unbounded Leap Stealth proc in Sprint.

    - With the amount of Recharge you have, Time Stop doesn't land much faster than casting Dominate back to back. Unless you plan on exemplaring a lot I would drop TS altogether and throw enemies into the air with Levitate between casts.

    - Original build has no single target blast. This will limit damage a lot.

    - Choice between Conserve Power and Temp Invulnerability: could go either way.

    - Hasten is overslotted for Recharge unless you plan to exemplar a lot.

    - There are a few opportunities to grab more defense and recharge. Build below should softcap to Ranged and adds an additional 11 recharge. This actually allows you to one slot Hasten and land exactly at perma Hasten (which you exceed if you go Spiritual, as I would if you keep Conserve Power).

    - A couple of powers could sacrifice a little accuracy and stilll be okay because Power Boosted Farsight makes it hard to miss.

    - In my model below, you may want to drop one proc from one of your powers and move it to Con Power if you find the recharge is still too long. Another option is to purchase Enhancement Boosters to use on the single slot there.


    Hero Plan by Mids' Hero Designer 1.95
    http://www.cohplanner.com/

    Click this DataLink to open the build!
    Patricia Ivanova: Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leaping
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Levitate -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(3), Apoc-Dmg/Rchg(5), Apoc-Acc/Dmg/Rchg(9)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(33), HO:Perox(33), Dmg-I(33)
    Level 4: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-EndRdx/Rchg(15)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-Acc/Conf/Rchg(13), Mlais-EndRdx/Conf(46), Mlais-Acc/EndRdx(48), Mlais-Conf/Rng(48)
    Level 8: Time's Juncture -- DarkWD-ToHitDeb/Rchg(A), DarkWD-ToHitDeb/EndRdx(15), DarkWD-ToHitdeb/Rchg/EndRdx(17), DarkWD-ToHitDeb(17)
    Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(11), Dct'dW-Heal/Rchg(11), Dct'dW-Rchg(23), Dct'dW-Heal/EndRdx/Rchg(37)
    Level 12: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Sleep/EndRdx(23), FtnHyp-Acc/Sleep/Rchg(29), FtnHyp-Acc/Rchg(42)
    Level 14: Mesmerize -- HO:Nucle(A), Dmg-I(50)
    Level 16: Distortion Field -- ImpSwft-Dam%(A), G'Wdw-Dam%(19), Lock-%Hold(19), NrncSD-Dam%(37)
    Level 18: Total Domination -- UbrkCons-EndRdx/Hold(A), UbrkCons-Acc/Rchg(21), UbrkCons-Hold(25), UbrkCons-Hold/Rchg(25), UbrkCons-Acc/Hold/Rchg(27)
    Level 20: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21)
    Level 22: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(27), RedFtn-Def/EndRdx(40), Zephyr-ResKB(43)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(34), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
    Level 30: Hasten -- RechRdx-I(A)
    Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(34), CoPers-Acc/Conf/Rchg(36), CoPers-Conf%(37), CoPers-Acc/Rchg(43), CoPers-Conf/EndRdx(46)
    Level 35: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(45)
    Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), Dct'dW-Heal/Rchg(43)
    Level 41: Energy Torrent -- Ragnrk-Dmg(A), Ragnrk-Dmg/EndRdx(42), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(50), Ragnrk-Acc/Rchg(50)
    Level 44: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(45)
    Level 47: Power Boost -- RechRdx-I(A)
    Level 49: Conserve Power -- RechRdx-I(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(40)


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  7. Quote:
    Originally Posted by Test_Rat View Post
    I do agree with you that outside of sleeps(which shold keep the 100% chance to mez) the 80% or 75% chance to Mezinstead of 100% chance with lower accuracy would have been a superior change to the aoe controls.

    Do you think its too late to make that change now?

    Yes. The players would never stand for it. The culture in this game is such that even suggesting a downgrade (not a "nerf" which IMO is flameable terminology) is liable to cause riots. Unfortunately, what this means long term is NOT that players are actually more powerful--what it means instead is what you see in incarnate trials, and with groups like Carnies, Nemesis, and Rularuu, who were all specifically designed to just be more or less immune to our overpowered abilities. The end result is that Controllers are probably weaker than they would have been in emerging content because it is designed specifically to gun for us.


    The way I would have designed Flashfire, Stalagmites, and Seeds of Confusion specifically is 75% chance to mezz, 100% chance to debuff something, more or less in the vein of Ice Control. Note that I wouldn't have lowered both Accuracy and chance to activate however. The mezz aspect of the powers would just not have 100% chance to fire every time.

    I think the designers actually got Electric Control exactly right. The only thing I'd change about that set would have been the cast time of Jolting Chain to speed up play.
  8. Below is a direct paste of a recent post I made on the Controller boards showing a build (Earth/Time Controller in this case) and what I believe to be the correct instructions for calculating Farsight with Power Boost. It may be helpful for resolving Corruptor builds.


    ----------------

    I just finished a preliminary Earth/Time build myself. It looks like we have some places we overlap and differ, which is expected. Your build overall looks good. I am posting mine below for reference.

    FYI my version is built as a "hinge" build that is able to swap comfortably back and forth between 2 sets Destiny incarnate powers (Barrier and Clarion). The assumed Alpha is Cardiac.

    Assuming I did my math right, with Tier 4 Barrier, the build should be soft capped to all positions in normal content, and to the incarnate Ranged cap, with 69% S/L resistance and ~207% perma recharge assuming Chrono Shift is used consistently.

    With Clarion, it is similarly capped to all in normal content when the -ToHit powers are used, on up to +4 enemies as long the enemy is within either Time's Juncture or Earthquake. I will also has mezz protection. I will probably use the Clarion build more often but I haven't totally committed yet.

    The way to calculate Defense for the purposes of Farsight +Power Boost is to do this:
    - Turn PB and Farsight on. Write the value down. (for me it is 26.52) [EDIT: For clarity's sake, I'm talking about the value of the Farsight power itself only for this measurement]
    - Turn both off. Note the global value (for me it is 27.6 Ranged, 13.3 all else)
    - Add them together. (For me this is 54 Ranged, 39.5 all else)
    - If you go with Destiny Tier 4 Barrier, add another 5 for the perma value (now 59 Ranged, 44.5 Ranged).
    - The incarnate soft cap is 59, normal soft cap is 45.

    To examine Accuracy do it with both PB and Farsight turned on. If you have Tactics or another +ToHit power this will throw you off but otherwise it should accurately report.

    It's still possible I have a serious error in here somewhere, so I am still balancing the set's needs. In particular I need to double check the perma value of T4 Destiny. I'm not 100% certain it is really +5. If it isn't I may need to reconfigure slightly. There is also still a fair possibility the developers will flag Farsight to no longer be Power Boost-able.

    Anyway here is draft 1 of the build.

    Hero Plan by Mids' Hero Designer 1.95
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Oedipus Tex Time: Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Perox(25), Dmg-I(45)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Temporal Mending -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Regen/Rcvry+(7), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(11)
    Level 4: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(9)
    Level 6: Stone Cages -- GravAnch-Hold%(A), Posi-Dam%(45), TotHntr-Dam%(45), Enf'dOp-Acc/EndRdx(46)
    Level 8: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/Rchg(23)
    Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(15), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
    Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(13), Amaze-ToHitDeb%(13), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(17)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Distortion Field -- Lock-%Hold(A)
    Level 18: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/Rchg(21)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25), DefBuff-I(46)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Volcanic Gasses -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(27), UbrkCons-EndRdx/Hold(27), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Acc/Rchg(39), Lock-%Hold(39)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def(29), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(43)
    Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def(31), RedFtn-EndRdx(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37)
    Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Numna-Heal/Rchg(39), Dct'dW-Heal/Rchg(43), Efficacy-EndMod/Rchg(46)
    Level 41: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dam%(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Power Boost -- RechRdx-I(A)
    Level 47: Slowed Response -- AnWeak-Acc/Rchg(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), ResDam-I(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(48)



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  9. The version of Psi not yet mentioned is the recently proliferated version to Corruptors, which I now consider the "representative" version of Psi Blast for standard ATs, since the Blaster version is so disappointing. It lacks Aim but gets an extra 20ft range on most of its powers. With incarnate powers its possible to work up an entire attack chain usable as far as 120-140ft away (the snipe can be used from about 230 ft away). I'm a big fan of Psi/Time and Psi/Dark personally although lots of options could work.
  10. I agree with what appears to be the majority. I would prefer seperate AT folders. The categories are confusing and not particularly accurate or helpful.
  11. BTW, if you're still in a reading mood after the marathon post above--the Hold power in Ice Blast actually conditionally causes -kb. The power is flagged to only do -KB "On targets who are held." The way this works out in practice is the first cast Holds the target without canceling kb, and the second one causes it. I have tested this many times with my FF/Ice character, who can KB an enemy hit once with Freeze Ray but not if Freeze Ray is cast again after they are frozen. I wonder if we could convince the developers to apply the same logic at least to Block of Ice, which actually has the exact same hold graphic (the big ice block).
  12. Long post warning.


    The problem isn't the design of Ice Control necessarily, but the (IMO) lopsided way Containment was implemented. Ice Control pre-dates Containment so it wasn't a consideration in the original design. Containment is a horribly designed mechanic, IMO. I sometimes wonder if the developers don't curse the day they implemented it.

    Basically prior to Containment canceling knockdown wouldn't have happened on a regular basis. When the decision was made to have AoE immobilizes grant containment it set the stage for what we have now, which is a very low damage, extremely team dependent set cancelled out by a couple of very high damage, extremely solo friendly sets.

    Fire Control is supposed to have worse control than Ice. The fact that Ice didn't have a good ranged mezz also wasn't as big a deal because Glacier had half the recharge, lasted longer, and was more accurate.


    All of this said--

    --IMO Ice Control is accidentally the best balanced Control set in the game. Ice works the way I think that in a more carefully designed game the Controls sets SHOULD work. In fact, I think it ended up working exactly the way the designers of Containment were trying to take the Controller AT, which was good enough to shut down part of a spawn but not with 100% reliability (i.e. the oft quoted "City of Statues" status quo the developers at the time wanted to eliminate).

    Their mistake was nerfing the Accuracy of powers like Stalagmites and Flashfire and not changing them 100% chance to affect to 75% or 80% chance to affect or something. The latter is what Ice Control has had to deal with for most of its existence, because no amount of slotting Accuracy makes Ice Slick or Arctic Air more reliable. I sometimes wonder how much more fun this game would have been if that intent had been seen through. I do tend to think of Ice Control as somewhat weaker than the other control sets, but only the sense that I feel it is the closest to where it should be.

    The other thing about Control sets is that I suspect the majority of designers feel they over-perform. Possibly even in the case of Ice Control. IMO it is generally true that the worst of the Control sets is nowhere close to as bad as the worst of what else is out there. I actually suspect Gravity Control may be equal to or functionally superior to ANY of the Blaster secondaries, for example.

    Anyway, the issue with Ice Control is a bit bigger than just Immob in the cages. It's that Containment encourages people who don't need to team anyway to sideline you even further because they have to cancel your contribution. IMO the change shouldn't be to Frostbite, but to Ice Slick. Personally, I'm tempted to say it would even be appropriate to modify Ice Slick so that every other tick, or perhaps one tick every 10 seconds, was unresistable knockdown. Enemies do fall despite holds and immob powers under the current limitations anyway, so any animation objections should fall by the wayside. What I don't know is if this would do something ridiculous like let Hamidon fall over. But I'd be 100% ok with an Ice Controller (or also a Force Fielder) knocking over an AV more often than the once in a blue moon they currently do, given all they have to deal with.

    The other powers I will call out while I have the podium are Jack Frost and Shiver. Shiver's duration, in light of throw away autohit power recently released in Time Manipulation, is absolutely ridiculously unrealistic at just 18 seconds with over a 2 second cast time. Meanwhile, Jack Frost next to Animated Stone is crazy--why is the set that has such low damage and a need to melee given such a fragile pet when Earth gets a Tank? I feel like the two powers got accidentally swapped. IMO the right change to Jack Frost is to pump him up a little bit, and then, in the spirit of the recent Lore pets, give him buff powers to legitimately enable Ice Control to deal with the extra aggro it's expected to handle.
  13. Quote:
    Originally Posted by Sun_Runner View Post
    In a game where the only way you advance is to whack the pinatas until they spill their goodies? Telling me, "Oh, you don't have to fight the villains" in a game that is all about fighting the villains is the same as telling me, "Oh, you don't have to play the game". It is technically correct in that we don't have to but not doing so runs counter to the reason for the games' very existence.

    I disagree. IMO it is not necessarily a bad thing if sometimes the enemy is not an XP capsule. Just because there isn't a timer ticking down in a super-obvious "no really, keep moving" sort of way doesn't mean the enemy is broken. I would sort of like to at least preserve a few enemy groups who aren't just there to be steamrolled.
  14. I have a different take on this.

    Don't fight them. Run past them, sleep them, confuse them if you have to. If you don't have these powers then do whatever you need to stay alive and fight as few as possible. But just because they are there does not mean you have to kill them.

    One of the things I kind of LIKE about these enemies is they are one of the few who are not basically XP vessels. Annoying, yes, but not so much if you treat them like an obstacle to get around.
  15. Quote:
    Originally Posted by TwoHeadedBoy View Post
    The fact remains that access to the Alpha Slot was a potential driving factor in people purchasing the Going Rogue expansion.

    Access to the alpha slot was also a driving factor for keeping an up to date subscription.


    Oh yeah:

    Quote:
    Originally Posted by ? :) ?
    I mean it's not like my ice cream boss in China will close my store if I make no money right?
    I love this quote more than a Showgirls and Troll 2 double feature. I know I made it through 500 posts for a reason.
  16. Oedipus_Tex

    Plant/Time/??

    Primal would definitely be my top pick right now. And Plant can make easy use of a cone attack with Seeds + Energy Torrent.
  17. Procs should tick every 10 seconds. The power lasts longer than most patches (45 seconds) so it is a very good investment. I may look into adding more procs to my build eventually.
  18. The Lockdown proc is not very reliable on its own exactly. But slotted in two powers that pulse a lot it can be very effective. And you stack Distortion Field on itself, if the fight lasts that long.

    One thing I'm still toying with is whether to keep this set up or switch over to Alpha: Spiritual, and drop Temp Invulnerability for Conserve Power. I'd lose most of my Resistance, but Hasten would go down to one slot (LOL) and I'd get a healing and stun duration bump. It's seriously too bad they implemented the early unlocking APPs the way they did because any set that has important powers at level 35 and 38 can't take all 5 APP powers. If I could drop Distortion Field for Conserve Power I probably would.. although DF is still a pretty good power.
  19. I've seen a few bugs as well but can hardly complain. Excellent job as always.
  20. I just finished a preliminary Earth/Time build myself. It looks like we have some places we overlap and differ, which is expected. Your build overall looks good. I am posting mine below for reference.

    FYI my version is built as a "hinge" build that is able to swap comfortably back and forth between 2 sets Destiny incarnate powers (Barrier and Clarion). The assumed Alpha is Cardiac.

    Assuming I did my math right, with Tier 4 Barrier, the build should be soft capped to all positions in normal content, and to the incarnate Ranged cap, with 69% S/L resistance and ~207% perma recharge assuming Chrono Shift is used consistently.

    With Clarion, it is similarly capped to all in normal content when the -ToHit powers are used, on up to +4 enemies as long the enemy is within either Time's Juncture or Earthquake. I will also has mezz protection. I will probably use the Clarion build more often but I haven't totally committed yet.

    The way to calculate Defense for the purposes of Farsight +Power Boost is to do this:
    - Turn PB and Farsight on. Write the value down. (for me it is 26.52)
    - Turn both off. Note the global value (for me it is 27.6 Ranged, 13.3 all else)
    - Add them together. (For me this is 54 Ranged, 39.5 all else)
    - If you go with Destiny Tier 4 Barrier, add another 5 for the perma value (now 59 Ranged, 44.5 Ranged).
    - The incarnate soft cap is 59, normal soft cap is 45.


    To examine Accuracy do it with both PB and Farsight turned on. If you have Tactics or another +ToHit power this will throw you off but otherwise it should accurately report.

    It's still possible I have a serious error in here somewhere, so I am still balancing the set's needs. In particular I need to double check the perma value of T4 Destiny. I'm not 100% certain it is really +5. If it isn't I may need to reconfigure slightly. There is also still a fair possibility the developers will flag Farsight to no longer be Power Boost-able.

    Anyway here is draft 1 of the build.


    Hero Plan by Mids' Hero Designer 1.95
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Oedipus Tex Time: Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Acc/EndRdx/Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(5), HO:Perox(25), Dmg-I(45)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Temporal Mending -- Numna-Heal/EndRdx(A), Numna-Heal(5), Numna-Regen/Rcvry+(7), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(9), Numna-Heal/EndRdx/Rchg(11)
    Level 4: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(9)
    Level 6: Stone Cages -- GravAnch-Hold%(A), Posi-Dam%(45), TotHntr-Dam%(45), Enf'dOp-Acc/EndRdx(46)
    Level 8: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(11), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/Rchg(23)
    Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(15), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
    Level 12: Stalagmites -- Amaze-Stun/Rchg(A), Amaze-EndRdx/Stun(13), Amaze-ToHitDeb%(13), Amaze-Acc/Stun/Rchg(17), Amaze-Acc/Rchg(17)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
    Level 16: Distortion Field -- Lock-%Hold(A)
    Level 18: Earthquake -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(19), DarkWD-Rchg/EndRdx(19), DarkWD-ToHitDeb/Rchg(21)
    Level 20: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(25), DefBuff-I(46)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Volcanic Gasses -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(27), UbrkCons-EndRdx/Hold(27), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Acc/Rchg(39), Lock-%Hold(39)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def(29), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx(40), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(43)
    Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(31), RedFtn-Def(31), RedFtn-EndRdx(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37)
    Level 32: Animate Stone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
    Level 35: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37)
    Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Numna-Heal/Rchg(39), Dct'dW-Heal/Rchg(43), Efficacy-EndMod/Rchg(46)
    Level 41: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dam%(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
    Level 44: Power Boost -- RechRdx-I(A)
    Level 47: Slowed Response -- AnWeak-Acc/Rchg(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx(A), ResDam-I(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-End%(48)



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  21. Quote:
    Originally Posted by Gemini_2099 View Post
    Players that play a character concept for the theme don't care about min/max.

    I'm not sure what definition of min/max you are using, but if you are assuming the characters in my sig are SS/Fire Brutes I'd say you are wrong.
  22. Quote:
    Originally Posted by Death_Badger View Post
    The pre purchase for GR started in March, Alpha slot didn't get removed from Beta until July.

    It was on sale for 4 months with the Alpha slot as an advertised feature.

    It was also on sale the entire time as a game you had to pay a subscription fee to access. But by all means continue to ignore this fairly critical point.
  23. Quote:
    Originally Posted by DumpleBerry View Post
    However, as far as opining for a drastic change...I entirely agree with Mr. DJ. There should have been some manner of "forgiveness" or "grace protection" for Premiums with IO builds. Let them function, perhaps, but no longer allow them to be slotted. That way, they stay where they're at unless you mess around with them.

    This part I can agree with. I wish the IO rules were that you had 30 days to put slots in your characters, not that they totally invalidate outside the license period. I think the current rules are little too harsh (but not a breach of contract or false advertising like some are saying).
  24. Even if incarnates were part of GR (they weren't) it doesn't matter because they were never for sale without a subscription. Ever. Ever ever. Fishing through conference presentations for a thin shred of evidence is fruitless when right on the box it says that what is being purchased "Requires additional fees to access." It was true then. It is still true. The fact that the fee has been waived for a portion game access does not mean they have to let you into every aspect of the game tangentially related to an expansion pack, for the same reason a ticket to Disney World does not pay for your hotel room or meal at every restaurant in the resort.

    And here's a fact about video games, movies, books, and everything kind of media: when you buy them early you are paying for the convenience of having them right away. You do not get a refund on the game you bought for $60 three years ago because it ended up at the bargain bin later for $10. I can understand being frustrated, but in terms of being entitled to anything or having been cheated there is zero ground to stand on.
  25. One thing that would fix Gravity more or less "instantly" is to give some of its powers a non-stacking -Damage secondary effect to go along with the current -Run Speed that is largely ignored. If the total -Damage after all powers were stacked on one enemy was around -50%, Gravity would be a very good set with a different flavor than other Control sets in that it would specialize heavily in Elite Bosses and AVs (who don't directly resist -Damage). You wouldn't need to change much else about the set for it to work, and wouldn't be outrageously overpowered either.

    The problem with Propel is a bit harder to fix. IMO for the current animation time investment, Propel should apply a 6 second Mag 3 hold in a 8ft radius around the target. If something like Seismic Smash can apply holds under the logic that it hit the target really hard, throwing a Refrigerator ought to do the same thing. Short of outright changing the animation (which they have talked about but not acted on yet) the amount of sheer damage this power would need to do to justify its current animation time is unlikely to be acceptable, so its probably better to add a control element. Even if they drop the animation time by a second and a half it would still be a long animation time by single target standards.