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Quote:As for Controllers, they really suck as "healers". They're really only meant to heal as a Defender support if things get really ugly. Controller Endurance makes it impossible to play as a Defender replacement as you'll be standing there waiting for your Endurance to come back while people are dieing. I've done it before when we didn't have a Defender on the team. Not to mention Controller Heals, Buffs, and DeBuffs are considerably weaker than their Defender counterparts.
I disagree. Controllers are easily competitive with Defenders as healers. Their modifiers are actually second best in the game, ahead of Corruptors. There is also a very large amount of build synergy between long recharge powers in Empathy and long recharge powers in the control sets. I don't know what sort of Controller you were playing, but running out of endurance trying to heal pretty much shouldn't happen. About the worst you can say is that strategic use of controls lowers your need to heal, although it is still useful. -
Quote:Herein lies the problem with getting any Empathy changes into the game.
There are a significant number of folks that think Empathy is fine, Some that don't care, And a few (like myself) that want to see improvements.
I also think that some of the ones that don't think Empathy needs a buff to soloing are saying this because they dont want their Team (or Duo) effectiveness reduced as a result of improvements. Those that don't care include a large (and very vocal) group of Healorz-haters. And most of the few calling for improvements have been drowned out by the haters.
So which group do the developers listen to ? So far, that's been pretty obvious.
I don't personally think someone soloing an AV with a Empath is a barrier to the set's design. If anything the popularity of the set is its own barrier.
IMO Empathy really does not need many changes. I would drop the recharge on Recovery Aura from 500 to around 240, and possibly make Resurrection work on living players as well as pets (instant full heal and full endurance but only available every so often). The set does not do much for soloing but I don't think soloing is the reason most people are attracted to it.
I feel that given the popularity of Empathy, we're more likely to eventually get (another) heal-based set with some modifications. That way people who enjoy the healer-style sets can have even more to play with. -
Quote:I am annoyed by the fact that they haven't announced anything and that by the time the new Dominator set comes out (which is after Issue 21), it might be next year. Assuming Freedom enters beta in Sept, Issue 21 probably won't be ready until late Oct or early Nov and I am sure there will be more "fixing patches" along the way.
In the mean time, other ATs may have up to 4-5 new sets to play with. I just think it's unhealthy to release several new sets for all ATs but one. I would assume we'll see people creating new toons but how many are creating new Dominator? I can understand Mastermind not getting a new primarily because that should take longer than Dominator set.
I don't think the dev has an agenda against Dominator players, but I do think there is a priority issue, even though we all know there are more Blaster players than Dominator so naturally Dom's set is put off until later. I can't imagine one dominator proliferated set would take longer than creating 3 new sets (Time, Street, Beam).
Of course there will be new sets in the future. :P If they don't say that, then this game has no future, does it? So saying that there will be new plans for Dominator means really nothing. What they should be saying is "XXXXX" Set is taking longer but will come out in issue 22. And if they can't even say that, then there is no new set in the works in the time being. All the power team is devoted to all but one core AT.
Another thing I've noticed is that Dominator, like Tanker, seems to attract more hard-core players. Those players just prefer playing mostly Dom/Tanker. It could be just a marketing scheme to keep dominator fans wait longer and by the time Freedom Market comes out, they'll all rush to buy the new sets. Crazy conspiracy theory... I know. lol And the new Dominator set better not cost a dime because dom is supposed to get at least one proliferated set.
Meanwhile, over the past 3 years all Dominator characters have been recipients of one of the biggest buffs any single AT in this game has ever received in terms of changes to inherent powers and the proliferation of what are probably the best APPs in the game. You do not have to reroll your character to receive these advantages. IMO Blasters, Tankers, and Defenders should look at Dominators with envy no matter how many new power sets they get. -
I would personally elect to grab a power or two from Ninjitsu. Perhaps a toned down Smoke Flash. I think a Stealth power would be appropriate too (a la Devices).
Instead of Conserve Power, I would prefer to see something like Quick Recovery (+30% endurance, always on) or Quickness (run speed buff, run speed debuff resistance, -Recharge resistance, +20% Recharge to all powers). -
I'm impressed. Not only did you do it with Empathy, you did it with Radiation Blast.
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I don't know that I have a favorite name per se, but concept (especially a cheeky concept) matters to me a lot. I keep my characters more or less ordered according to how "central" they are to my play. Here is my current list on Virtue:
However this screenshot doesn't tell the full story. To understand my attitude about this stuff, you have to see my Freedom list:
In case you aren't sure what you're looking for in that second shot, its the fact that the same characters have been rolled and transfered off my main server multiple times. Oedipus Tex has been rerolled at least 12 times (I deleted most of them). There have been 2 Cold Readers (Mind/Ice and Ice/Mind Trollers and Doms). Turban Legend took over as a name transfer for Oedipus Tex twice. With all these new powersets coming out I'm positive I'll be flopping characters all over the place again; server transfer is something I'll be getting a HUGE amount of use out of.
I never did think of a good turn of phrase for "Merengue" or "Plasma Globe." They are quite literally what they are. Sort of the same with "Jazz Funeral." I just wanted to play certain sets together so took off, with the idea I can buy a rename later.
PS yes I'm aware I was way wrong on the pronunciation of "deus" as rhyming with deus. The challenges of growing up South of the Mason Dixon line. ;/ -
Numina: 31
Synapse: 29
Citadel: 29
Statesman: 26 - 1 = 25 ---- Statesman must die!
Back Alley Brawler: 32
Manticore: 31
Positron: 30 + 1 = 31 ---- One up for Posi
Sister Psyche:32 -
My least favorite of the various Mind and Psi iterations across ATs is the Blaster version of Psi Blast. The rest are all good to excellent across the board.
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Quote:Thank you for that build Tex
personally i think you've nailed it...doesnt really need any tweaking apart from as you said...combat jumping.
how do you think ice/ competes with plant/ on a side note? i mean apart from less damage...the bonus seems to be a perma and portable confuse...*shrugs*
btw you dont have a plant/fire video do you? or anyone else for that matter?
Plant is a very straight forward set as control sets go. I don't have a Plant/Fire but I do have a Plant/Psi.
To be honest I am not a huge fan of Plant Control. There is nothing technically wrong with it, I just find it sort of one-note. Other people really like it, so it's more of a personal taste thing. Seeds of Confusion is a very good power, but everything else is pretty average. Creepers adds some damage but IMO isn't really a standout as a control power. The set is basically considered very good but most of this comes from a single power.
I should say that my impression in general is that when people talk about a set being "able to solo" at whatever setting, what they mean is solo a certain type of map. Technically speaking, my Ice Dominator "can" solo at +4x8 if I hand pick the enemy group. Doing that in a way that is both comfortable and practical in every day missions and dealing with ambushes, patrols, adverse mezz and damage types, etc, is something quite different. Contrary to what many people experience, my Ice Dominator was much less squishy than my Plant leveling up simply because when a mezz missed the enemy couldn't run up and punch him dead instantly. Whether that's because the set is better or worse I can't say. It may be that I just feel more involved playing my Ice characters and use better strategies with them.
That's not to say Plant Dominators don't outperform Ice in some ways. When they go perma-dom they have a fast recharging AoE confuse that hits bosses instantly. It's great on trials. And you have a measure of greater security in that once you see the purple confuse dots as a Plant, they stick around much longer than with Ice.
I'd still prefer Ice (or Earth or even Electric) for dealing with ambushes though. Pulse powers like Ice Slick, Arctic Air, Earthquake, Volcanic Gasses, and Static Field are at their finest when enemies are charging toward you and you don't want to/can't wait for them to all group up before you throw down the mezz. Ice Slick's -Run Speed is also much more practical in reality than it sounds at first because it keeps enemies from immediately running out of the area like they sometimes do with Earthquake (particularly in around-the-corner casts). Of course the -ToHit in EQ is nothing to sneeze at either. -
I created a forum game on the subject here: http://boards.cityofheroes.com/showt...=1#post3759544 Visit the thread to harm or heal the heroes you want to live or die.
Kudos to Voodoo Girl for the concept. -
I will start the carnage by voting first.
Numina: 30
Synapse: 30
Citadel: 30
Statesman: 30 - 1 = 29
Back Alley Brawler: 30 +1 = 31
Manticore: 30
Positron: 30
Sister Psyche: 30
States has it coming but BABs is my most favorite. -
As some of you know, in a future story arc, one of the "surviving 8" heroes will die. Who does the community think is most likely to bite it? Let's play a game to find out.
Game Rules
We will start with each hero having 30 hit points. To play the game:- Copy the list of 8 heroes and their HP from the poster above you.
- In your copy of the list, heal the hero you'd like to save by adding +1 hit point to his or her health.
- In your copy of the list, harm hero you'd like to die by doing -1 hit point to his or her health.
Any hero reduced to zero hit points is dead and cannot be resurrected. While in the game world, only one hero will die, we will make things more extreme and play until all but 1 hero is alive.
NOTE: To keep things fair-ish, you may vote multiple times, but not more than once every 4 hours.
Here are the heroes:
Here are the current HPs. Names are listed from left to right from the pic above.
Numina: 30
Synapse: 30
Citadel: 30
Statesman: 30
Back Alley Brawler: 30
Manticore: 30
Positron: 30
Sister Psyche: 30
Let's get the death train started.
[PS thank you to VoodooGirl for the game concept!] -
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DarkCurrent, from your post history prior to this thread, I can see that you are a well balanced player with lots to offer the City of Heroes community. I'm not going to tell you to not be frustrated or disappointed with things in the game, or to avoid posting about them. However, I have to be honest that it frustrates me that rather than enjoy the fact that tons of new powersets are being worked on, you are dividing the game into "us" and "them" camps and protesting a non-situation. In effect, I am protesting your protest.
My hope is that you will eventually see that the game is not divided into factions of haves and have-nots and that you are the source of your own frustration. The developers are not going to hold back 9 archetypes just because they don't have something for 1 of them yet. -
By the way, here is the build for the Ice/Fire character in case you want to use it or modify it for another Dominator set. Note that there is some "fantasy slotting" here: I don't actually have Ragnaroks or a +3% Defense IO slotted but have the build set up in case I acquire them.
The character uses Spiritual alphas to boost Recharge, combined with Ageless Destiny to boost endurance and further boost Recharge. (On trials, he switches to Cardiac/Barrier for the extra defense, since he is lucky enough to have multiple incarnate abilities). In any case, do not try this slotting without an incarnate ability that boost endurance in some way.
Also note: recent announcements about changes in pool powers probably mean dropping Aid Other. I will probably replace it with Shiver, a power I consider "okay" but far from critical most of the time.
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)
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), RechRdx(36)
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
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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)
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Quote:Just wanna say great Ice/Fire Dom Tex
never even thought about that combo before as Ice/ seems to get a bad wrap...but watching your vids has inspired me...AND it looks really fun to play too! least i hope so:P
Thanks. That character is one of my favorites.
Compared to /Ice, Ice/Fire drops Power Boost but picks up extra Fire damage. If you take the Fire APP for Rain of Fire and Fireball, you have +80% damage to those powers much of the time. (The character in the videos is actually mid-way through a respec and will eventually have his +damage power up more often.)
The other nice thing about /Fire is Consume, which both refills your endurance bar and grants endurance drain resistance. These are good to have when going up against Carnies, Malta, and Seers. Not to mention just good in general, because Ice Control can be difficult on your endurance bar.
Keep in mind the video I posted is of a character at level 50 slotted with IOs. The character is still pretty powerful leveling up, but in the earlier levels IMO alpha breakers are much more important. Once you get some defense, they are much less so. Ice Control actually excels at dealing with spread out enemies simply because its powers in total can cover a huge area, and one of your best AoE mezzes is portable. You can significantly increase your life expectancy around level 35 by taking Combat Jumping and slotting as many Thunderstrikes as possible. You may also want to temporarily take the Psi APP until you become a perma-dom for the mezz protection and psi defense. -
Quote:I slot it as an attack. I have so much recharge on my mind/kin (hello, Siphon speed, hasten, and recharge bonuses!) that the fear aspect is ALREADY perma without adding duration. And the easiest mobs to control are dead ones.
Adding a chance to KD or disorient isn't a horrible idea, but make sure you can't use the slot somewhere else. IMO, you'll get more mileage out of a chance to hold proc in your other powers.
Not a bad idea.
To clarify, I slot Chance of KD only after slotting damage.
I prefer knockdown to holds though, because it can hit a boss and/or enemies immune to Fear, including those annoying runners on trials or the all-boss spawns in the BAF. -
The set's strengths are a mix of buffs and debuffs. I would not personally recommend skipping the shields. If you want a similar sort of Controller that is highly debuffed focus, it may be worth considering Radiation, or waiting to see what Time Manipulation and Poison have in store.
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The videos have been posted a few times before, but for your reference, here are some vids I took of my Ice Controller and Ice Dominator doing standard missions at level 50 with average-cost IO builds. These are mainly as reference points and not intended to show how "leet" the characters are. Most people have a good idea of what a Fire or Plant should play like and not really an Ice.
Controller (Ice/Rad)
Ice/Radiation Controller in mission with Carnies, set to +0x8. The character avoided using too many secondary abilities to show more or less what would do with any secondary:
http://www.youtube.com/watch?v=eHpUQXhLsLg
My Ice Controller farm video showing how to leverage Arctic Air as damage and survival tool for collecting AE tickets for your Ice troller:
http://www.youtube.com/watch?v=VIZyL9m4E1U
Dominator (Ice/Fire)
Short standard tip mission featuring Longbow (+0x8, bosses on)
http://www.youtube.com/watch?v=NDRgwvxBRBI
Standard tip mission featuring Malta. Bosses are off, but still show up in the mission. This mission starts with Domination down, and shows how I had to duck behind corners to avoid getting mezzed/killed to survive:
http://www.youtube.com/watch?v=utkoUxOY-1U
Beginning to end mission featuring Council:
http://www.youtube.com/watch?v=f9kQIr6QEaA -
IMO Ice Control on a Controller vs on a Dominator are two wildly different experiences. I have two Ice trollers and one Dominator at 50.
Ice Controllers are very low--possibly ultra low--damage characters for most of their careers. Prior to the 40s, I would probably peg them as the lowest damage characters in the game. They are primarily support characters. Very late in their careers they can do pretty well on their own. Ice Controllers rely on their pet to some extent and unfortunately the pet kind of sucks comparatively speaking, especially next to Earth Control.
Ice Dominators have an entire secondary devoted to damage. Because of this they skirt the lack of soloability issue faced by Ice Controllers. They also get mezz protection built in via Domination. I am currently working on a build for my lvl 50 Ice Dom to retain perma Domination as low as level 30, for exemping on Task Forces and such. On the whole Ice Dominators do not have a large number of powers that benefit from Domination, but the ability to instantly hold a boss never gets old. Unfortunately Arctic Air is one of the powers that does not (directly) benefit from Domination. This means the Confuse duration from the power is shorter for Dominators than Controllers and the power overall somewhat weaker, assuming both characters have mezz protection.
Ice Control itself is a somewhat lopsided set, IMO. It's fun, but it leans hard on acquiring some sort of defenses and (IMO especially) mezz protection. There is also conflict between knockdown and the AoE immobilize and the knockdown that I personally wish didn't exist.
There is some debate in the community about power selections, especially as they relate to Ice's PBAoE slow/confuse/fear aura, Arctic Air. I am of the mind that skipping this power invalidates a reason to play Ice Control. Other people have different opinions, which you can see around the boards.
As for your secondaries:
Cold Domination is a late blooming buff and debuff set. It is ok out of the box and excellent with lots of IOs but average and possibly even weak prior to the late 30s. A well IOed high level Cold Dom can pretty much ignore endurance costs altogether. Cold is a very highly sought after teammate for task forces and trials no matter what your primary is.
Icy Assault is a mixed ranged/melee assault set with fairly average values across the board. Power Boost increases the duration of some powers. Icy Assault animates quickly and does very high DPA against bosses but eats endurance very, very fast. Paired with Ice Control, you will need to seek out lots of endurance boosting abilities in order to avoid flat lining. -
Sort of a long reply.
I slot it for damage. It's a Tier 1 attack, so cast-for-cast it does exactly as much damage as hitting everything in the area with Dominate one time (including Containment). The "issue" of sorts with using it as a damage power is the longish recharge.
Technically speaking, the power does less damage than the standard "AoE immobilize" style powers when you compare them side by side. For example at Terrify's base 40 second recharge:
Chain Fences: 9.18 x (40 sec / 8 sec) = 45.9 every 40 sec
Terrify: 30.6 damage x (40 sec / 40 sec) = 30.6 every 40 sec
However, these numbers are a little misleading. Terrify has an animation time investment of a little over 2 seconds. Cage powers cast 5 times typically cost you between a little less than 6 to a little more than 10 seconds. Sometimes people examine this purely into terms of lost DPA chains but IMO on a typical Controller (esp a Mind Controller) the question is more "What debuffs/buffs/controls were you NOT able to use because you were doing damage?" Terrify is fairly quick way to throw out low but not completely ignorable damage, and then move on to do other things.
In terms of damage type, many mobs are vulnerable to Psi damage. Many others are resistant. It's a very flip-flop damage type. Terrify's damage is also up front instead of a DoT.
Anyway, Terrify is generally not worth slotting with damage procs like cages due to low-ish DPR. The reason I slot damage is because if you're going to do AoE at all, it and your epic attacks are you only options. By my reasoning you might as well make it hit as hard as possible.
Fear duration isn't necessarily a bad idea. I have Power Boost on my main Mind Controller so the base duration is already ~60 seconds, but knowing enemies are rooted for a while isn't a bad thing.
IMO the best proc investment you could put in the power is Ragnarok: Chance for Knockdown. It prevents any enemy you trip from shooting back at you and delays any attempts they might have to run. Paired with Energy Torrent or another knockdown, you can limit enemies abilities to return fire significantly, as they won't be able to attack if on their backs when the damage hits. -
Reactive is hard to pass up for the reasons stated. Basically the debuffs in the other powers are very short lived but extra damage is permanent. The main reason to skip it is if you have powers that combine Sleep with Damage. (I really wish those powers simply wouldn't proc anything that breaks a sleep, because that is kind of lame).
I'm hoping for a proc in the future with knockdown. Even with just a 10% or less chance to proc, it would be very competitive with Reactive. The other three procs are not that great unless someone on the team already has Reactive. They really kind of need a duration and effect increase to be competitive. The main purpose of attack powers is to damage. -
I just got off a "farm" team led by an Empath with no attacks. I don't really make a habit of scrutinizing other player's powers. I only really found out because the Empath said "I wish I had some attacks." Sure enough, the character only had the Tier 1 attack and a control power from the secondary.
The dual crime? The Empath was a /Sonic.
I can't sit in too much judgment though. My first character to get over level 10 was one of the 15 or so retconned versions of Oedipus Tex. Early on in the game I did indeed want to play a "healer," this being the role I usually play in other games. So I was an Earth/Therm Controller... with no shields. I did discover the error of my ways around three weeks in at level 14, and purchased a respec for $10 to fix the issue.
Anyway, exposure to previous games and their expectations can be a barrier early on. Some players will learn, others won't. I also think we may have to recognize that in at least some cases, "pure healers" arise more because people *wish* mechanics worked that way than because they think the game really does. That is to say, they enjoyed playing that way elsewhere and hope it will work here too. Attacking isn't interesting to everyone.
[EDIT: I should also add that there is a pacifist-ish build out there similar to other games: Ice/Thermal Controller. You still need to use buffs and controls, but the nature of the combo means lots of healing and attacks that are low damage enough that you will ignore them a lot.] -
Unfortunately of the various Controller primaries, Mind Control is probably the weakest at soloing AVs or even Elite Bosses. The set is still pretty good, but that is an area it doesn't really excel in.
That said, your build is actually pretty good. I would so some stuff differently, but it's mostly not make-or-break. Mainly, I'd consider dropping the Earth APP for the Primal one with Power Boost.
In terms of alpha slots, I would switch out Nerve for Spiritual (recharge) or Cardiac (endurance/resistance/range). The only kind-of issue with Cardiac is the extra range makes Terrify HUGE... and easy to accidentally aggro other groups. Clarion +Special has the same issue but may be worth it anyway. You can work around this by running past groups and firing the cone facing away from other enemies.
I posted a possible sample starter build below. I dropped Fighting for Aid Self/Other but you can swap that back out if you want. Note the ally shields are underslotted in a sort-of, kind-of way; the defense difference is about 1% when Power Boosted, IMO not enough to worry too much about an entire slot. For the build I assumed you were getting the Spiritual Alpha, which explains the lowered slots in Hasten and some other powers (be sure to turn Incarnate abilities on in Mids to see the effect).
I also swapped Fly out for Super Speed. If you will be doing trials on this character, you will appreciate that change when you need to run around undetected and get the most use of your aggro-free powers. Use a Jet Pack instead of Fly unless this is concept related (you will be able to Hover regardless).
The level 38 power is empty and you could take anything you want there. I would probably pick either Force Bubble or Telekinesis.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Dominate -- BasGaze-Acc/Hold(A), Dmg-I(3), BasGaze-Acc/Rchg(11), BasGaze-Rchg/Hold(11), BasGaze-Acc/EndRdx/Rchg/Hold(13), HO:Perox(13)
Level 4: Deflection Shield -- LkGmblr-Rchg+(A), DefBuff-I(5)
Level 6: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 8: Confuse -- CoPers-Conf/EndRdx(A), CoPers-Conf(15), CoPers-Conf%(17), CoPers-Conf/Rchg(17), CoPers-Acc/Rchg(23), CoPers-Acc/Conf/Rchg(27)
Level 10: Insulation Shield -- LkGmblr-Rchg+(A), DefBuff-I(37)
Level 12: Mass Hypnosis -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(43), FtnHyp-Acc/Rchg(43), FtnHyp-Plct%(43)
Level 14: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(15), HO:Cyto(50)
Level 16: Aid Other -- Heal-I(A)
Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(40), UbrkCons-Acc/Hold/Rchg(40), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(42)
Level 20: Dispersion Bubble -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(21), RedFtn-Def(21), RedFtn-EndRdx(25), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(39)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx/Rchg(31), HO:Cyto(36)
Level 24: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(39)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(31), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(37)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal(36), Numna-Heal/EndRdx/Rchg(36), Numna-Regen/Rcvry+(40), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(50)
Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), RechRdx-I(34)
Level 35: Repulsion Bomb -- HO:Nucle(A), Dmg-I(37)
Level 38: [Empty]
Level 41: Power Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg(48), Thundr-Dmg/Rchg(48)
Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dmg/Rng(50)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(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-End%(A), EndMod-I(3), EndMod-I(39)
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Hoping for Statesman. He is probably in my top 10 for most hated video game characters of all time, just because his name comes up everywhere, in every dimension, and always attached to some sort of superlative.
Then again, I have this feeling that if he died, it would be the Saddest Day Ever In Paragon Ever and we'd have to hear about THAT constantly so... kill someone else, and let Statesman fade into obscurity.