-
Posts
3840 -
Joined
-
The only people who make this statement are the ones who need a strawman. Very few people have said they want the rewards instantly. But that's an argument with potential points, so I can see why someone people would rather debate characitures.
For me personally, I preferred the Alpha slot system. It let me go where I wanted and didn't preach "trialtrialtrialtrialtrial" from every pore. But most especially it didn't involve sitting around for 30 to 50% of my play time just waiting for the event to start. -
-
Winterterminal summed it up perfectly. I only have one thing to add: I am beyond sick of people trying to act like not enjoying this incarnate glurge is the fault of the player for being too selfish and wanting the rewards too much.
It is not selfish or gluttonous to expect the path to advancement to also be fun. The only thing stopping me from incarnating my characters at this point isn't "challenge." It is how insanely tedious this system is. And then on top of that they've thrown costumes, emotes and auras behind this wall of absolute, endless tedium.
We have great developers, a good game, decent enough missions, and a friendly playerbase, but I have never hated a system in this game as much as this one.
Incarnate is the new PVP. -
Quote:Doesn't have to be a raiding game the choice is yours, you can do lvl 50 Content, incarnate Content, any tf, Normal Trials, Ourobos and even AE Content like make your own Content, there alot you can do and Games like Wow kind of force you to do Raids and team with people, where Coh does not.
And yet only one of these things leads you to the so-called "incarnate levels" of power.
It's like saying no one should have comments about how the game plays at level 50 since they can just sit with enemies at level 40 and never advance "unless they want to."
Why not go back now and make the rest of the game as exhilirating as the Incarnate content. We'll start with making you repeat the mission to unlock the Midnighter Club 15 times instead of once.
PS I am positive someone is going to respond and say "You don't need incarnate level powers anyway." Well, no, you don't. You also don't need APPs or PPPs or a tier 9s. That is not an excuse to the main obstacle to acquiring these things being how boring the path is, due to a combination of extremely grindy content and having to sit around for 15 to 20 minutes between runs. -
Mesmerize > Thunderclap as the opener. It will not wake Lieutenants I dont believe.
Power Boost > Total Domination > Freezing Rain > Energy Torrent > Terrify for moments when TD is up. Most likely only at very high levels.
Mind/Cold is a reasonable alternative to Mind/Storm if you team a bit. -
Quote:I wonder if that depresses game designers.
So now we can farm three trials a night. K. I'd still rather farm stuff solo.
Considering I just ran a BAF (first trial in two and a half weeks) and earned 4% towards Judgment, it definitely depresses me. "Only" 24 more speed runs before I can start working on Lore.
I agree, I'd rather farm solo (and I'm not much of a farmer). At least there would be no 30 minute waits between missions. -
I really like the idea of Dark Armor paired with Empathy. Especially something like Dark/Super Strength. Fire and SD are also good, as mentioned.
The troller will probably be flooring recharge values of enemies on his/her own. I would not recommend an ice set for you.
Make sure the Ice/Emp takes Arctic Air. Having a Tanker in front opens too many opportunities to excuse passing that up. -
It's a great mission.
It's a shame I'll have to play it unit I hate it. -
The "raid task" window should be changed to show the person hit by Disentgrate and their HP, and let you select them by clicking there.
I was going to make that suggestion in the feedback forums, but was too busy raging about the grind of the trials. -
I'm not a PVPer but I do wish this system would just get rolled back to pre-Issue 13, when it was imperfect but at least, supposedly, fun. I have empathy for Z's position on this because he isn't the person making the decisions (and empathy for the person who has to make the decision, because they don't have infinite money).
However, I will say this: if the reason PVP was never fixed/rolled back/completed was because it was assumed not enough people use it to make it worth the cost, consider that PVP is a waving red flag for people who fear that Paragon Studios is willing to break a system and leave it that way forever. When I look at the incarnate system and their wait-death-grind-repeat nature, PVP is a reference point on just how far the developers are willing to push on a system that dismantles what made the original game experience attractive. -
Quote:Yep it's doable but you lose the hold in Lit Storm. Could be shifted around a bit if you want to try for a Hold proc in the immob too. This would be somewhat higher damage, lower in single target, and depending on circumstances may find itself vulnerable to mezz.Slick build Tex! Do you think you can pull it off with Leviathan?
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: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(5), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Perox(45)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Dam%(A), Posi-Dmg/EndRdx(7), Enf'dOp-Acc/EndRdx(7)
Level 4: O2 Boost -- Heal-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(11), DefBuff-I(45)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/EndRdx(9), CoPers-Conf%(9), CoPers-Acc/Rchg(13), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(50)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-EndRdx(17), DefBuff-I(45)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(29)
Level 14: Boxing -- Stpfy-Acc/EndRdx(A), Stpfy-EndRdx/Stun(15), Stpfy-Acc/Rchg(15), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(37), Stpfy-Stun/Rng(40)
Level 16: Freezing Rain -- RechRdx-I(A)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(23), EoCur-Acc/Hold/Rchg(46)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(23)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Entangle -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43)
Level 26: Carrion Creepers -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(37)
Level 28: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(34)
Level 30: Weave -- RedFtn-EndRdx/Rchg(A), RedFtn-EndRdx(31), RedFtn-Def(31), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(37)
Level 32: Fly Trap -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-+Res(Pets)(46)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(43), Thundr-Acc/Dmg/Rchg(50)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Bile Spray -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 47: Shark Skin -- TtmC'tng-ResDam/EndRdx(A)
Level 49: Hibernate -- RechRdx-I(A)
Level 50: Cardiac Partial Radial Revamp
------------
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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1395;668;1336;HEX;| |78DA6594DB6E12511486F7E62042A1D056E89196167A829642F4B631B1D5C4A44D9| |A70ABD2493B8549602030357A65B5F505BCF7F8065A6B5B9F438D89DE7AA9AD87FB| |71B1FE4D211912F607FFFAD7DA7B2DF6B0FE603528C4DE7521232B15ADD92CAED44| |CAB51AB54F486775D2B195BC227844874D4B621BB51D14CABFD6DA2CB7063776727| |5BB06A8D6AB1B05BADD64CC32CF5DD36CB7A4337AD6CFB4370A34645D674AD4EE10| |07F29D4757D3BC41F6F19A5B2458170DBB5AD379A65A39EB85937B6B2ABB5AA616A| |B443714DBF6F685659338BEB5AD3D21B0F87E8B4B3F47E27857AD91EF1C925445CB| |8BE303C9F81AF8C8565B278DC62B3E31762849017872441B55DF284A54BEF8167B2| |058D56B7CA71A73812A369792572BC517605C639B2001C91E6438ED777C7D5922E6| |F021A23586444EE32F2F7185B94E54759B75F950D302261D9557D8A4AF7A8ED7B32| |2C058131409221A4B60F3DE6D4DE3DE01163729F913A60CC3E616CD31A568D8651E| |898A43E35DF3ECCB71F83EDC7986398EF62892BE8B40EC0EE1EF8C03D5D39063E32| |62A70C379D2F8A06447450B62ABCA575501D79F0396F3EF41A78C3987D01BC64A45| |F314E286B589D6FD8A69718E95AC7784DF19AA42D47E194A3DFF81493DF191E8AC4| |71186F3CC87D8C63DCE3BD007E83C91ECC2CC438A57542B53A71C68512E7C05FE00| |FA3359829D5D7147C49F892BF01F81691B5F88F51A6AC6995358D69CCA0FF19F43F| |83D9A4319B3CA6B14FD7744E4D63EE90A5795CE5F923E01859B8E60764CF287B06F| |625D897605F823D0FFB53B267D58F964DF3107ED09F4A4EDD989CBA819EAE278C27| |1FEF2876DA11CD3994BC43B9EA50AE39943587B2E1B978B08564C51FB97892ED9F0| |18ACAEEE89943F9E550CE3B8A94096ED805B4C2F6325DFE3CC2F67FE3A91426| |-------------------------------------------------------------------|
-
I always interpreted the opening power in Fighting as a "tax" power to at least give some reason why every melee character shouldn't automatically include Toughness or Weave in their build. Basically you are paying either 2 slots or 1 and a half slots to get that advantage. If we must, buff Punch and Kick (but be careful about it).
-
Neither is a particularly amazing farmer or AV soloer but in general use I would tend to rate Earth/Kin over Elec/Rad. Both have their niches though.
-
Out of the listed characters the SD/WM will probably be the best.
I managed to farm Fire Ambushes on an Ice/Radiation/Psi Controller who was built for normal missions. Quite a bit slower than other characters but pretty easy with the bosses turned off. It's not "farming" in the "maximize every possible second" way but then if I wanted that I would always play the tip top characters. It's still 400-700 tickets per run and its a character I don't mind playing. Should be pretty doable for almost any powercombo with the right strategies.
PS I would probably still do ambush missions even if the payoff dropped significantly because they are just sort of fun. Arctic Air + Contagious Confusion vs 200 enemies on screen is also entertaining to watch. -
Really depends on what you are trying to do. If you want you-versus-the-world soloing, Defense is extremely helpful. It's somewhat less so (but only somewhat) on a team build.
Here's a starter for what a tank-mage sort of Plant/Storm might look like. This build definitely requires Cardiac to calm down the Endurance costs, and might even want an Ageless thrown on top for more Recharge/End. It's pretty much solo unkillable though, because anything close enough to hit you gets its ToHit floored by Hurricane and anything further away can't get past your Psi and Ranged defense, with mezz protection to prevent detoggles from ruining the fun.
Minor disappointment is the single target damage in Strangler, although Entangle is better damage anyway. One possible option if you don't care about ST damage is to swap out Entangle for Spirit Tree and slot if with 6 Numinas for a small drop in defense. I don't have enough experience with Spirit Tree to report on how worthwhile it is as a heal.
I left Creepers unslotted because I always forget how to do it.
[EDIT: Minor build changes to improve Tornado and Lit Storm]
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: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(5), BasGaze-Acc/EndRdx/Rchg/Hold(5)
Level 1: Gale -- Acc-I(A)
Level 2: Roots -- Posi-Dam%(A), Posi-Dmg/EndRdx(7), Enf'dOp-Acc/EndRdx(7)
Level 4: O2 Boost -- Heal-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(11)
Level 8: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/EndRdx(9), CoPers-Conf%(9), CoPers-Acc/Rchg(13), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(50)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-EndRdx(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(29)
Level 14: Boxing -- Stpfy-Acc/EndRdx(A), Stpfy-EndRdx/Stun(15), Stpfy-Acc/Rchg(15), Stpfy-Acc/Stun/Rchg(34), Stpfy-KB%(37), Stpfy-Stun/Rng(40)
Level 16: Freezing Rain -- RechRdx-I(A)
Level 18: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-Acc/EndRdx/Rchg/Hold(23), EoCur-Acc/Hold/Rchg(46)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(21), DarkWD-ToHitDeb/EndRdx(21), DarkWD-Rchg/EndRdx(23)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
Level 24: Entangle -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43)
Level 26: Carrion Creepers -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(37)
Level 28: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(34)
Level 30: Weave -- RedFtn-EndRdx/Rchg(A), RedFtn-EndRdx(31), RedFtn-Def(31), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(34), RedFtn-Def/EndRdx/Rchg(37)
Level 32: Fly Trap -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg(33), C'Arms-Dmg/EndRdx(33), C'Arms-Acc/Dmg/Rchg(33)
Level 35: Tornado -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(36), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-+Res(Pets)(46)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Dev'n-Hold%(39), Dev'n-Dmg/Rchg(50)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
Level 50: Cardiac Partial Radial Revamp
------------
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 -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build |
Code:|-------------------------------------------------------------------| |MxDz;1382;657;1314;HEX;| |78DA6593596F525110C7CFB980C856A02DD085BD140AD85B88BE1A13AB26262521E| |155A537700B246C019AE89375F904BEBB2626BE6AADB47E0997A83171FD02B67579| |BF0E3387427349981FF73FCB9999CBC95DBF60676CEB1CE3AED5BAD2ED16575BCD5| |EA755AFAB1D534EA9D44ACCCC180B8FD461809CAF2BCDDEF0293416707E7363432E| |F45A9D46B1B0D968B49AB566C57DB959553B6AB3270F7FD8F32D28B2A62A6D705BF| |1A1D056D5B2037F5EAA55AA3D7038875165B5D3ADD6DAD317DBB5929CEFD6A06AA9| |9853BA3DB57363063A4CC0F70567E2A319D80789B100933E218C1F099F11EBA338C| |6E60059B60D12A99AC477513AF192708F0FA08035881C430C3D5ED88C0993346EF2| |609435889E1D783053B0C97C451A4827D7090AC25E44B8AE22B2D71025C8B2503DC| |922EA59112E27220A356D22C096C693EC043F814380439CEBB88539135B849B88C8| |1D44EC2E22711B5106EB14A339A9501F24374946376D72925638490BF5D226972B5| |841053B25163FF50A8799EE135E23BC7B0803F4E7A10198C7C707159E83F589967D| |F7F1F099C7842788C403C24344EA116217B266457FB31A7CD8DC98F5A38DA15D802| |3E72992CF7FC12E225F1146F004A81953C08E730469CFC109022D3F62A39D39107B| |604362D4D0375C42F83BE107E12762B098A8982B7A80072E1C127E13FE2096FF12F| |E21AA90B528E65AA46DC469FE38CD1F7F86C83E45BC817FE492386489C293B4BC24| |2D2F49C9A963CB7B0B59691ADC90A6FFD9297AEDC7F11EE264D18CBC8DD20ADD899| |51D429F9AA1FBF20EC233E2E5665258D66F1CBB68F83A0223454BE9BC199D92D529| |A775CA199DB2A653F2C6A3FBCD382A16D7D185D67E59C1CBC7BD073A655FA71C8E1| |4CEC3B8038930706B67E14664C9ADFD07889E0F2F| |-------------------------------------------------------------------|
-
Quote:Sure thing!
Given two smilar builds, both with Aid Self: if the primary difference is one is soft capped Ranged DEF and ~50% S/L RES; the other with soft capped S/L DEF, I believe the first build would have a longer "immortality line" (a higher degree of survivability).
I think that was the point you were making. If so, I agree with you if and only if they both can take Aid Self. If only the later can take Aid Self I believe the numbers would be very very close. So close that I believe it would come down to a factor of recovery rates and endurance available.
I don't have the numbers in front of me, so the above is a "guestimate".
I see; thanks.
I hadn't really thought of it with and without Aid Self. If getting a S/L Defense armor, dropping Fighting, and picking up Aid Self is viable, then it could work. A "problem" of sorts with the Aid Powers is that they don't IO quite as nicely as the Fighting pool does. I doubt the Fighting pool would be half as popular if you couldn't get such amazing bonuses out of it actually. The Aids tend to force you down a route of Defense OR Recharge but not both.
My point was only that, with or without respect to other powers in the set, a capped S/L toon with low S/L resistance is a different beast from a capped Ranged toon with moderate resistance. Generally speaking the Ranged toon is taking less of a gamble unless the situation is a farm. Specific enemies that punch straight through defense and deal S/L damage are Devouring Earth and Rularuu. The idea is not to be a Tanker but to be able to survive pot shots and ambushes long enough to set up or recover position.
Which way to go ultimately is up to the player. I tend to prefer Ranged simply because it is possible to cap it and still grab a Resistance armor and high recharge. I've never successfully capped S/L defense with a Resistance APP armor with a Controller and had it have enough Recharge (not saying its not possible but it's hard). Any time you kit a character for defense you are probably dropping something; how much is too much is up to you. I tend to prefer lots and lots of defenses because I play like a psychopath sometimes and at other times barely pay attention to the game. -
-
In some cases "Secondary account where someone keeps their pocket Empath."
-
Quote:This is also true. In a way, now would be a good time to not only balance the current pools a bit more 'fairly', but also introduce new ones to spread the load.
Really, I think the reasons that Fighting and Hasten especially are becoming more prolific right now is purely because there is so little in the other pools that is actually worth going after in current iterations.
People take Fighting because it boots sets like Shield, WP, heck any armour set. People take medicine for extra versatility and a self heal on sets like WP and Shield. People seem to take stealth for LotG muleing and Hasten for recharge boosting. And Leadership because it stacks well on teams and can help boost defense based builds.
Other than that? Besides certain niche usage (MMs taking taunts etc, and even then I've NEVER seen that happen in game myself) the 'non-FTM' pools are mostly ignored. The only time I've ever seen whirlwind was when someone was griefing RP in PD during the winter event. I've never seen Phase Shift used. Stealth was in PvP to boost stalkers Hide. I've never seen TP team used, Group fly once in a blue moon.
The other reason Fighting is so tempting is its the perfect storm of IO options for many characters who lack access to certain kinds of powers. One popular slotting configuration grants +18.75% Recharge and +6.13% Ranged defense. The resistance and defense are pretty nice to have, but when you start kitting it all together, patterns emerge that make Fighting really tempting. -
Quote:This is true, and I appreciate that part of the goal.
However; even for those that benefit most, I feel the endurance costs and other issues seem far too much like the 'balance by inconvenience' that was common seven years ago than the 'balance by actually working ok' that the Dev team at Paragon has developed since Cryptics day. The Devs have stated before that they wanted to encourage people to diversify and experiment more (Inherent fitness and other changes being proof of that) so, why not give some love to the pools?
Some of the pools could use the love, yes, but there is also a risk of making them too good. Rather than encourage diversification, it could just shift optimal build strategies to make certain pools essentially required. This is the current role Hasten plays and Fitness used to. Fighting is teetering on the edge for many builds due to recent massive reduction in endurance restrictions.
Stealth and Pressence could definitely use some help, as could some of the travel powers (esp Fly, because its duplicated by a perma-temp power). The others have their uses. Stealth you need to be especially careful with buffing though due to being an extremely desirable set mule that is currently kept out of most builds because the utility isn't there. -
Quote:But the endurance cost doesn't scale. Tough will pretty much always give more survivability to an armour set, much as weave will give more to those with defence. And yet something like a Blaster is paying the exact same cost for them, often for even lower armour values. The same is true for the Leadership pools.
The same is true of every power. Defenders don't spend less endurance to blast even though they do less damage than a Blaster, and Controllers don't spend less endurance than a Defender even though they buff worse. The value-add of being able to access something normally outside your sphere is a factor in resultant power; Tankers don't benefit at all from pool Taunts, and some Masterminds might benefit a lot, simply because its their only route to them. -
Hi Maden,
Glad to see your character coming to fruition.
To be honest, World of Confusion is a real dog of a power on a Controller. It's passable on a Blaster (after serious slotting) but mainly because their options are so limited. On a Controller, in my experience, it's just a set mule. There isn't a benefit to being within 8ft of enemies. If you are okay with the power being more or less a "costume aura" and set mule and nothing else, stick with it.
An alternative way to get a Confusion aura however would be to go and stay a Rogue. They get a PBAoE confuse that, while I think is only Mag 2, costs you nothing and is occasionally useful.
Propel meanwhile is pretty much--well not "pretty much," it is--a broken power, the casualty of animation time being handwaved by the developers. It does less damage than Fire Blast from the APPs and takes 3 times as long to animate. I know it's part of your concept, but again remember the power is pure costuming. It is in my estimatation possibly the most underperforming attack power in the game. Just know what you're getting into.If its all the same to you, having multiple builds might be ideal.
When I build most characters I have a fairly standard methodology. For some reason I struggle with Gravity/Kinetics. Kinetics is a strange set in that because it needs so much accuracy slotting. So, I was able to get something high in recharge, or high in defense, but not both. On a set as open to counter attacks as Gravity is it might be somewhat frustrating compared to other Controllers. I do think taking some kind of mezz protect is a good idea though, where in the apps or from Clarion.
One specific change i would make is to slot Ragnarok: Chance for Knockdown in the AoE cages, then use the cages as a primary control powers. This is very very effective mitigation considering the power recharges in 2 seconds or so and each cast will knockdown approximately in in 5 enemies. Pair it with Chance for Hold for even more fun. -
Somehow I snuck into the game without ever paying for either City of Heroes or Villains (but yes to Going Rogue). I suppose most people who joined in 2008 did.
-
Plug the knockback hole and endurance issue and Dark Armor is just as viable as anything else. You really don't have to worry too much about IOs. You only need 2 of them, 3 if you want double kb protection.
Dark Armor does benefit in the extreme from -kb IOs, but then so do Blasters, Controllers, and Defenders. There are so many sources of knockdown in this game that almost every character is self gimping to skip such an easy to acquire immunity. Fiery Aura is in the exact same boat there.
I mean, you can ignore a huge buff to the character, but its a little like neglecting to use inspirations because you don't want to have to organize the tray. -
Can you repost with a datachunk please? I'm unable to open it.