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Posts
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I'm considering replacing Aid Other/Aid Self on my Ice/Fire Dominator with Spring Attack because there is very good synergy between Arctic Air and Spring Attack. AA has a one second delay before it affects enemies, so if they are face down when I appear on top of them it is a lot safer. (Plus cool looking).
Also does Spring Attack have a 25ft radius? That's something I haven't looked at yet. A 25ft radius on an AoE is very, very good--more than 4 times bigger than stuff like Fireball, which does more damage faster but requires tighter bunching. -
Quote:Theme, I'd say.
Force fields are pervasive in comics and SF. They are, in fact, iconic. Star Wars. Star Trek. The Incredibles. Dune. You name it -- it's trivially easy to find SF and comics that feature shields and people using blasts to move objects.
Tangent: I think FF is so iconic that the devs didn't really bother thinking about how effective FF's powers would be in their designed roles in part because it's so freakin' obvious what FF does. And what FF does is tied into one of the stated design goals of distance = mitigation. FF is probably the easiest (de)buff set the devs have ever designed.
I'm actually going to disagree slightly here: I think Force Field is one of the biggest design hurdles in the game precisely because it is so iconic. Force Field presents a challenge because it's a support role mostly defined by it's ability to cast a specific type of Mage Armor. In most games, those sorts of powers are secondary or tertiary functions of a character and not a prime ability. I think that if the genre enabled it, CoX designers would likely have bypassed attempting to create a Force Field powerset at all, simply because it's a set that enforces a rule that shield-other type powers need to be very strong in order to justify existence of the set.
[ADDENDUM: I'll add that, while we're generally discouraged from talking about other games, the "force field" like powers used in a few other RPGs that prevent all damage until a certain number of HP run out is a model that is sadly absent from CoX but would make FF a lot easier to implement.]
Unrelated to the post quoted above, IMO this is a pretty easy game and excessive min/maxing is likely to dissappoint you. However I think that this is different from saying that set balance completely doesn't matter. The reason I asked for (and still want to see) videos of people using Force Field's specific knockback powers effectively is not because I don't believe its possible to, say, knock something back into an Earthquake, but because I doubt in the majority of cases that doing that is the best action the character could take. The very first question I have is where is this Controller's hold power in this equation? Because a Controller using Force Bolt instead of a Hold is on anything but a boss is wasting time. And why throw an enemy back into Earthquake if you could have held it? That is something a video will show that a board conversation never will.
If we want to argue that Force Field's powers are "fun" I don't disagree with that, but then so is applying tactics that make sense. And when it comes down to Force Field's powers versus Aid Self or Assault or Recall Friend, Force Field comes up wanting. Especially when the argument turns, as it always does, into a statement that FF's knockback actually IS as good as these powers if only people take the time to learn how to use them or stop min/maxing so much. While excessive min/maxing will leave you disappointed, IMO avoiding min/maxing should not mean completely jettisoning any kind of strategy.
I still do play Force Field. But does it need a buff? Hell yes.Until then, the enemy-affecting powers on my FF characters exist on alternate "costume" builds and my "real" builds take something that is actually effective. As infrequently as I use these powers no one would likely notice a difference.
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Oh yeah, while we're talking power customization: one pie in the sky request I have is aura paths for projectiles. I would love to throw ice bolts wrapped in fire, arrows trailed by psychic energy, and lightning bolts surrounded by darkness. I have no idea what would go into that kind of customization, but I think it would be pretty epic (just don't tie it to the incarnate system
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I am going to say this about power customization: I don't consider it a job "half finished." I think the job they did on the first round of it was amazing and want more of it. The fact that costume issues exist at the APP levels and with power pools are slightly annoying, but it's the kind of annoyance that results from having something awesome to compare it to.
Power Spectrum was by far my favorite issue of City of Heroes. At the time it was released, I had pretty much stopped playing the game. I was living out of a hotel room outside Washington DC on a work project when Power Spectrum was released, and after it came out I got involved enough with the game again to purchase a laptop just to play from the hotel.
IMO part of the reason Power Customization is so great in this game is because the developers did not take the so called "lazy" route. They allowed us to change the look of each individual power per costume.
So, while I would love to see more power customization, I can't really be angry about what we've gotten so far. I want more of it, but we already have is actually the best in the industry. -
Quote:your reply confused me...
You needed GR in order to do Incarnate Trials
You needed a subscription to play.
Since you can play for free now, all I'm saying is that you should have access to Incarnates if you bought GR. Not gonna fight tooth and nail for this like some people, just saying.
I hate to be the arbiter of logic, but since all subscribers are now granted GR for free, there is nothing violated. You need conditions 1 and 2 to be settled to access incarnate content, and any subscriber meets those conditions.
The fact that the game is now free does not mean you get all the benefits of a subscriber. Going Rogue did not, even in the most extraneous way, indicate that you would have access to Incarnate content in perpetuity. In fact, absolutely everything related to Going Rogue made the opposite claim: if you stop paying you get nothing. The fact that you can now get more than nothing is not a violation of the terms of the original agreement in any logical sense. -
Quote:So? The same can be said of the Original CoH, CoV, or any retail version of the game (no matter where it was purchased from: NCstore, a retail store, or Steam). As of Tuesday the need for a subscription is non-existent.
The same can be said for them because they are all examples of the original purchase being modified. The game sold to players stated expliclitly that it required fees to play. You cannot backtrack now and call it false advertising because perpetual access to game features was never for sale.
If the developers had taken the AE and incarnate content away from SUBSCRIBERS the conditions of the box would be violated. It does not matter what the box said it gave you because the condition of the box was that you had to pay a fee to access it. It never, ever, ever made any promises about what you would get if you stopped paying, so this entire conversation is ridiculous. -
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I didn't have a problem with the mission. I thought it was pretty good for a monthly kind of thing.
Anyway, about the lvl 20 issue--didn't bother me exactly but my heart kind of sinks whenever a mission is under level 35 or so. I play a lot of low damage Controllers. "It's just 10 powers" has a different impact when when it means you get to solo with Block of Ice, Chillblain and no pet. -
I actually agree with you on this. I really don't understand why respecs are locked down the way they are. Well, I think I DO understand: it's the old school mentality that being able to change constantly breaks character immersion.
I hoard respecs. When the inherent Fitness came through most of my characters went over a year without a respecing because I was afraid of making a mistake and getting stuck. And this game, compared to many others, is one where if you don't know exactly what you are doing, you can completely screw up a build. -
At the risk of being overly negative, OP, if the original post was in the Suggestions section of the forum you were attacked because that area is a cesspool.
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Sorry it took a while to reply.
Overall I think your build is not bad. I think that you could improve it a little by either aiming for Ranged or S/L Defense exclusively. S/L Defense with high recharge tends to be more expensive than Ranged. Or at least he would be if I ever purchase or acquire a +3% PVP IO, which I have never bothered to do. Still, at 42% Ranged defense I am still very hard to hit.
Here is a copy of my Ice/Fire/Fire who is capped to Ranged and uses Spiritual alphas paired with Ageless Destiny to manage his endurance. The character also has Cardiac Alpha/Destiny pairing which he switches when survivability is more important, like in itrials.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Solar Icecap: Level 50 Magic Dominator
Primary Power Set: Ice Control
Secondary Power Set: Fiery Assault
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Fire Mastery
Villain Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(17)
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5)
Level 2: Frostbite -- GravAnch-Immob/EndRdx(A), GravAnch-Hold%(5), GravAnch-Acc/Immob/Rchg(17), GravAnch-Acc/Rchg(21), GravAnch-Immob/Rchg(23)
Level 4: Fire Breath -- Dmg-I(A)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(7), CoPers-Conf%(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(36)
Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/Rchg(23)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(19)
Level 16: Embrace of Fire -- RechRdx-I(A)
Level 18: Aid Other -- Heal-I(A)
Level 20: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(25), Numna-Heal(25), Numna-Heal/Rchg(36), Numna-Heal/EndRdx/Rchg(36), Numna-Regen/Rcvry+(46)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(34), RedFtn-Def(43), RedFtn-EndRdx(48), RedFtn-Def/EndRdx(50)
Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(50)
Level 26: Glacier -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(27), UbrkCons-Acc/Rchg(27), UbrkCons-EndRdx/Hold(29), UbrkCons-Hold(29)
Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Jack Frost -- 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: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(46), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(43), RedFtn-EndRdx(50)
Level 38: Blaze -- 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(40)
Level 41: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(42), Ragnrk-Acc/Rchg(42), Ragnrk-Dmg/EndRdx(42), Ragnrk-Knock%(43)
Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Rise of the Phoenix -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Rchg(48)
Level 49: Fire Shield -- GA-3defTpProc(A)
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
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), EndMod-I(21)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1399;680;1360;HEX;| |78DA65935B6F125110C7CF2E602DE5524AAF56A4A5146A2B14EC2D4613637AD19A9| |2B4A5F549C50DDDC0260864C1449FAC9767BF81D7AFA0463F889707FD04C6DA7A8B| |1A63D6E13FA7D06437707E67FF3367E6CC993D999B0B1E21B6CF0AC53F5FD26AB5D| |C42E5BA51D6EA15D395D10A46DE93AD9434736839AFE7B56A9B1022D474C8CD57CA| |75B3524A92717F1E6E59CFD56ADA8D523DB964E8E6ADFDB7C072B9A89B7AB99EDC9| |FB8572B14225BD5F52D2FA6197DCBC81B65DD8FB7155DDBD2CD5AD1A8B275C92814| |EB46B930B85835F2F466EAB98C56AB37523453F7D33663F49F7108F9580EF146A5B| |D0BF53DE07B0B74BE037EAA4D3F553C24A485FA18703E01662990C20E4E65438565| |13E85C07BAB340EF1AF08B464E6D09470811E6E8DD851096CB75195E87AE3134E0F| |015C655C09D032274E06DBC4A6D9B40A02EC608E337B9B57326573BEFDCFD14F070| |019E4780EF19D0CBE59CA2CD74C8FD75C87894C9CB92E2FD88E45D1F803F34FAA5B| |39F9D43E41C9052200A294C5250D6175C531A52FF3A631318C9323680C4252040AB| |7AE4AA9E1E48C73A80610F30EE0326FD40DA0D28B4AA4F16DD779B576D33EE00D1B| |B40FC1EAFBA0F9CA6A207640F071651DA9125C679E0E805C602F097C64134DD1283| |0FF09938286F88772B427D4A433A4341C3722BE15D2C1CDA637C657C0386BF337EF| |0B7438122B2EC08979DE0D2A25C7DD47BB0FA3457FF8FD68ECA5CA3DCEB18F73AC6| |DD8D71AFE3DCF938F7DA4F8D1A93658F4D21FDF169C60C6316189F037CE43E21DD2| |79E23C289178C978C5740E2351020F7A4BC39C91D9CD2E467C627BE61E490926796| |3AE9C0013B9BB78D7EF488484BB1C66DD6944D49DB94299B326D53566CCAAAB379A| |D8502A5BDB37973AD1D37599583D6DD83CA459AC4C5179BD35E4B5194219C523763| |2D48235BACFF33D0F24A| |-------------------------------------------------------------------|
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Oh, look at that.
[EDIT: Changed image to take up less screen space.]
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Quote:Pretty sure companies are meant to honour their advertising, even if said advert was a mistake.
Their advertising and web site said that purchasing Going Rogue provided access to a game you had to pay a fee to play. It made exactly zero promises about what you would get if you bought the expansion and stopped paying for it. -
I could see maybe allowing access to the Alpha slot. But the rest of this incarnate stuff didn't show up until maybe January of this year, and even the Alpha slot wasn't part of GR on release. I don't really see how your friend is being "screwed" when a game he stopped funding let him back in for free, and I can PROMISE you any game box or advertisement stated a monthly fee was a condition of playing what he or she was purchasing.
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Oh yeah another way to monetize APPs, if not necessarily color customization, is to have versions of them for some of the new sets.
E.g. The Time Manipulation power set also unlocks a Time APP for Dominators and Blasters, and so on. -
Quote:I assumed Posi was being sarcastic when he said that, it's the old excuse Cryptic used to make when power customisation ever came up, and that happened eventually
I really hope that's true. I assume the statement was taken out of context or supposed to be a joke.
I would love APP power customization. But if nothing else just getting rid of Hasten's costume ruining graphics.
Like I noted in the other thread, if someone is actually serious about needing to know when another player fires Hasten, they will be disappointed to learn you can occlude Hasten's graphics entirely with hand auras, and even fake it exactly using the Fire aura colored orange on the hands so that no one ever knows if you have it active. Are there a whole lot of PVPers doing this for the visual advantage? I seriously doubt it.
PS I wouldn't lose any sleep over the death of that screeeeeee sound effect either. I think its the sound effect that I hear repeated more than any other in the game when there is a crowd around, and its like nails on a chalkboard. -
I appreciate the developers coming out to talk to us. It's kind of a brave move, give our proclivity for spitballs and pitchforks.
I do have to echo the WTH about Hasten's graphics though. I really don't understand the comment and can only assume it was taken out of context. Hasten is not used tactically, and if it was, you could hide it by creating an exactly identical affect using auras. We want Hasten to not have a graphic because our Ice and Psi characters are running around with their hands on fire 24/7 because the power is NOT used tactically, it is set to auto, even on SO builds, and yes, even at level 10 (at least for me). It is the costume affects of Hasten that is so hated. It's not necessarily hideous, just "costume inappropriate" and constantly on because there is nothing strategic about Hasten whatsoever. -
IMO Time/Dark Blast/Power Mastery has serious potential. Life Drain adds a third heal which polishes up the reaction time of Time's heal and now fits better into attack chains. Temporal Mending is already excellent, IMO, but even more so with more heal pulses coming.
If you IO it, slot Tentacles with Ragnarok: Chance for Knockdown and Grav Anchor: Chance for Hold. Put Lockdown: Chance for Hold in the slow patch. Soft cap to the incarnate cap for Ranged attacks only, and the blasts to effectively handle everything else (your base defense will be around 30-35 for each of these anyway, and you'll be immobilizing most things). Use Conserve Power to keep endurance under control. S/L Resistance armor. Power Boost [EDIT: Oops, Power Build Up] affects almost every single power for the duration its active. -
Quote:I'm pretty sure everyone here is tired of the two of us fighting like an old married couple, so I will drop the argument as well. Believe it or not despite everything I actually kind of like you, so no hopefully I haven't said anything too abrasive.Which, to me, indicates your mind is made up and you will not take ANY evidence that people do use it effectively.
However, one last nettle: you are dead, dead wrong about Repulsion Field.And if you want my responses to things you posted about Storm, go back and read what I had already written in this thread, for Bonfire read what I is posted in my guide which calls it a very good power. But I do not subscribe to the idea that all knockback powers are identical for the same reason I wouldn't pay attention if someone said all attack powers are the same. I would gladly trade Force Bolt or Repulsion Field for Bonfire or Hurricane.
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Quote:Seriously. *What the hell* is so hard to believe about these that you need video proof?
It's a little unfair of me to mention this, but you're begining to give me flashbacks about the last time you yelled at me about Force Fields. That would be the one where you said AoE shielding was bad for the game and would never happen because casting individual buffs was critical to the strategy and balance of shield buff sets, and the developers changed the powers right in the middle of the debate. Good times.
But more seriously, if knockback is so great, why isn't everyone clamoring to take Whirlwind? You can talk all you want about Repulsion Field being a great power, but when its sitting there for anyone to take and no one does, I require a bit more documentation than just saying it's effective. If it is such a great power, Cold Dominators could just take it out of the travel pool. But they don't, because it isn't. -
Quote:My assumption is that it's not about is it usable at all. Rather it's coming from a min/max mindset of is it the best at something. One of the problems with positioning is that it's more qualitative than quantitative in nature.
Actually one of the problems is it leads to arguments like this one where it is claimed that with infinite skill you can accomplish infinite things.
The specific reason I want a video is I want to see what happens for true believers. If they do a grand slam, that's motivation for me to learn how to do it. If, as I suspect, what they produce is as paltry as "sometimes you can knock a boss backwards twice in a row which is faster than a temp power even though it does one eighth as much damage" then my point has been illustrated that these powers are costume accessories. I have no problem with costume accessory powers, only with preposterous claims backed by insults about other players skill level, mind set, or dedication.
I also can't help but wonder why, if Repulsion Field is indeed a worthy power, an exact clone of it is allowed to exist in a travel pool. Maybe almost everyone is a terrible player and only a select few can unlock the magic. :P -
Quote:Not being snarky... but so what? The point being that yes, I *do* use those powers in that way. They're part of why I choose the set overall when I do. I don't play a set for a single power. I play for the entire set. I don't *care,* for instance, that Cold also gives shields if I want to also have the ability to position (in a few different ways) or provide a mez protection bubble - Cold can't do that for me. Similarly, if I'm going for a cold theme (concept again) or want to do END recovery, I won't look at FF. If I want to stay at range, I won't look at Kinetics. And so forth. And there are times that FF fits just what I'm looking for.
I don't care that "other powers sub in reasonably well" if they aren't part of a set with the capabilities I want. People want to praise Cold - and yes, it's a good set - but it doesn't give me the mez protection of Dispersion Bubble, for instance.
I pick the sets that *over all* do what I want. I don't sit and obsess over spreadsheets or multi-billion post-50 IO builds (especially since those do me no good from 1-49) looking for that last 1% defense or whatnot.
What you are seeing from me is honest doubt that Force Field's knockback is a useful tool worthy of eating up build slots for something other than costume reasons. If Force Field's KB powers were free powers I probably would use them from time to time. But when they eat up a slot in a build and I have a choice between Force Bolt and Tactics, Repulsion Field and Weave, Force Bubble and Aid Self, Detention Field and Recall Friend, Repulsion Bomb and taking 5 powers out of the APP, these powers are too hard to justify. And IMO they shouldn't be. My original point was that FF is known as a "buff" set when in fact it has as many assault powers as Cold Dom and Time. I stand by my assertion that until I see an actual video of someone rocking the knockback in this set in a manner that rivals these sets, FF is struggling.
I apologize for assuming you are against buffs to the set. However, I still want to see a video showcasing the alleged talents of FF's knockback. I said earlier that Storm Summoning actually can leverage its KB powers. I find the Repel in Hurricane legitimately useful--although in part because it comes packing additional debuffs. With Force Field I keep hearing about how "skilled" users can make the knockback and repels shine, but I have never seen anyone do it. I went into my Pinball Blizzard character wanting to do something like that, built up on the reassurances of people saying that all KB takes is talent.
I am not the best player in the game, but I like to think I'm not terrible. And for all my trying, I have never been able to come up with a strategy for FF that uses its numerous knock and repel powers in a way that is better than the alternative of just replacing them. I am not against knockback--I would love to have an excuse to use it. If I could throw an AV or other serious threat on its butt occasionally while its purple triangles were still up then I would use Force Bolt. If Force Bubble had some purpose besides scattering enemies and aggroing the whole map on the weakest defended team member I might use that as well. But until these powers work on enemies that aren't handled much more efficiently using other means, IMO they are costume accessories.
I have a very high tolerance for weaker-than-normal sets, and still play FF despite its limitations, but I also have an eye for realism. It is not that players are simply bad at knockback or too lazy to figure out how to work it. Its that at best FFs knockback is a small advantage. The secret trick does not exist. It is easy to talk about how FFs knockback is an amazing tool that can accomplish great things on par with what is available elsewhere, and something else to actually demonstrate it. And since no one can produce a video showcasing the effectiveness of its techniques, I'm inclined to believe they are the same kind of board swaggery as posts touting the effectiveness of "pure healers." -
I sometimes wonder if the crashing nukes couldn't be toggles that charge up in power the longer you "held" them by keeping them toggled on. The animation time would be outside of combat and turning the toggle off would fire the attack instantly. The nuke would also auto-fire if the player died. If you planned it Build Up or Aim might be active, if you didn't they might or might not.
There could also be some bonus the player got while the toggle was "held." The "penalty" of releasing the toggle would no longer be losing your endurance (i.e. something baseline you have), but temporarily losing the bonus. -
Earth/Time was my pick. The pet doesn't need direct healing, there is -ToHit in Earthquake, the Lockdown: Hold proc can be placed in two different, long lasting patch powers, and I can use Energy Torrent's cone from the Primal pool from comfortable range. I have died a few times from running past mobs 8 levels higher than me and once or twice from the usual sources but it's very safe. I tend to like the wide area feel of the control sets.
[I should add that it is also sort of funny to me to be having a conversation about Time in one thread where we're talking about being ok with it beating actual armor sets for numbers and should under no circumstances be nerfed, to a discussion in another thread about Force Bolt being a great power because its maybe sometimes more useful than the free vet Nemesis Wand.It's illustrating exactly what I meant when I said this game has no standards for overpowered.]