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Posts
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To be honest, as was mentioned in previous posts, asking for mechanic changes and having them happen takes effort, especially if it has no precedence.
They already have this with Assassin's Strike and Stalkers, so it oughtn't be too difficult to apply to devices.
And meh, forum police can come, the topic is still relevant, even more so now with the secondaries being updated for Blasters. The trouble I have is justifying making a X/Devices blaster when I can just make a X/Traps corrupter and have much more utility. If Blaster's Devices has a boost in the timebomb/trip mine department then it gives Blasters something more that Traps doesn't have, whereas at this current moment I'm thinking Traps has more than Devices. Gun drone and LCD Cloak Vs triage beacon, acid mortar, seeker drones, poison trap and Force Field Generator. No doubt someone will come along and say "If devices doesn't appeal to you, then don't roll a devices character." Good point, except that I'm probably not the only person who thinks Devices offers much less than corrupter and defender traps. If measured up against each other Devices lacks a substantial pull to the punch. Blaster Devices needs to have it's offensive powers that are shared in other sets to be buffed, otherwise it's just a beefier Defender with a crappy version of Traps. -
How about instead of fundamentally changing the powers, they make the set interact with itself.
Trip mines and time bomb have a 1.67s cast time while stealthed by LCD Cloak (soon to be Field Operative) but remain having the 9s lay out time out of stealth. Does that sound a tad more reasonable? It'd require trip mine to have a bit shorter duration, or a pet cap number to prevent absurdly large fields (in full support of absurdly large fields btw :P) but would make laying them a lot more efficient.
EDIT: Oh and as soon as one explodes you're removed from hard stealth, to prevent spamming in combat and encourage trap laying.
Elaboration: While LCD Cloak is active it puts you into a hide mode called "Ambush" rather than Hidden. In this mode trip mine and time bomb have no interrupt time and a 1.67s act time. As soon as one or the other explodes Ambush is removed and the player unhidden. Ambush has a 5 second no combat reset time much like stalker Hide. -
This is my build. When playing controllers I like to maximise damage output and survivability, however ICE/TA has provided a very difficult challenge. As it stands I have to reduce the damage output somewhat to enable a decent amount of defence.
So far I've only been able to achieve 29.4% defence to range, within one medium purple of the defence cap. Melee and Aoe are at 19% and 18.4% respectively. However S/L resistance is very amicable at 70%, and thus I'd maintain that it's still rather resilient.
My play method for this particular build makes full use of the slip knock-down mechanics prevalent in these sets. I chose to specifically deal in control effects in the build over damage here, so bear with me.
Given how these sets interact, I can only offer a moderate amount of both AoE and ST damage. The ST immobilise, hold and ranged attack from the epic pool allows for decent enough single target damage for Archvillain/Hero fights with the procs in the immobilise/hold making up the bulk of it, so as to make the controller a reasonable damager and not just a weak defender on High HP long fights. Just don't expect to be soloing them down.
For AoE damage, ice slick on top of oil slick - or on seperate mobs to achieve maximum control and damage mitigation support - allows for a near static mob with quite impressive burn stacking.
For the epic pool I chose Psi, for two reasons. Arctic Air and World of Confusion stack very nicely together to make a nice buffer against melee range attackers, and also it provides mez protection allowing for more flexibility in incarnate choices.
Incarnates. Given how the build is VERY strong in debuffing, I decided it would be best to fill in the gaps of it's debuff strengths, -regen and -tohit, rather than favour more damage. Although not a massive ammount - -30% regen and -15% tohit is nothing to be scoffed at so I chose Diamagnetic for it's debuffs to fill in the gaps, and also provide better survivability. I also chose intuition for improved defense debuffs, some more damage, further slow capabilities and a nigh infinite hold duration (slight exaggeration). For the judgement I chose Void Radial for it's -damage debuff effect, and cimerorans for Lore, their single target damage is rather favourable. Alternatively I would choose Rularuu Core for it's Aoe. For Destiny I chose Barrier Radial for the opportunity to rez allies and improve survivability versus exotic damage types and a moderate improvement to defence.
As it stands the ST attacks are as optimised as I can make them for damage, and the aoe immobilise is no longer a simple immobilise - with the hold and disorient procs it's almost as good as other group mez effects for it's ability to be cast so often, thus influencing the number of procs seen over a period of time.
Here it is:
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Why Can't I Move: Level 50 Natural Controller
Primary Power Set: Ice Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Chilblain- (A) HamiO:Nucleolus Exposure
- (19) Impeded Swiftness - Damage/Slow
- (19) Devastation - Accuracy/Damage/Recharge
- (21) Apocalypse - Chance of Damage(Negative)
- (21) Gladiator's Javelin - Chance of Damage(Toxic)
- (29) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Empty
- (A) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized
- (3) Superior Will of the Controller - Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Recharge
- (3) Superior Will of the Controller - Endurance/Recharge
- (15) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance
- (17) Superior Will of the Controller - Accuracy/Confused/Hold/Immobilize/Sleep/Stun/Terrorized/Endurance/Recharge
- (17) Superior Will of the Controller - Recharge/Chance for Psionic Damage
- (A) Debiliative Action - Disorient Bonus
- (5) Gravitational Anchor - Chance for Hold
- (5) Impeded Swiftness - Chance of Damage(Smashing)
- (11) Positron's Blast - Chance of Damage(Energy)
- (13) Javelin Volley - Chance of Damage(Lethal)
- (13) Ragnarok - Accuracy/Recharge
- (A) Coercive Persuasion - Confused
- (7) Coercive Persuasion - Confused/Endurance
- (7) Coercive Persuasion - Contagious Confusion
- (9) Coercive Persuasion - Confused/Recharge
- (9) Coercive Persuasion - Accuracy/Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Recharge
- (A) Recharge Reduction IO
- (15) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Celerity - +Stealth
- (31) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (33) Recharge Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (31) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Numina's Convalescence - Heal/Endurance/Recharge
- (27) Doctored Wounds - Heal/Endurance/Recharge
- (45) Numina's Convalescence - Heal/Recharge
- (A) Numina's Convalescence - Heal
- (31) Numina's Convalescence - Heal/Endurance
- (36) Numina's Convalescence - Endurance/Recharge
- (36) Numina's Convalescence - Heal/Recharge
- (37) Numina's Convalescence - Heal/Endurance/Recharge
- (37) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Impervium Armor - Resistance
- (23) Impervium Armor - Resistance/Endurance
- (23) HamiO:Ribosome Exposure
- (29) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (25) Shield Wall - Defense
- (25) Shield Wall - Defense/Endurance
- (27) Shield Wall - Defense/Endurance/Recharge
- (A) Recharge Reduction IO
- (37) Endurance Reduction IO
- (46) Slow IO
- (A) Accuracy IO
- (40) Accuracy IO
- (A) Shield Breaker - Chance for Lethal Damage
- (42) Shield Breaker - Defense Debuff
- (42) Shield Breaker - Accuracy/Defense Debuff
- (43) Shield Breaker - Defense Debuff/Endurance/Recharge
- (43) Shield Breaker - Accuracy/Endurance/Recharge
- (A) Sovereign Right - Accuracy/Damage
- (33) Sovereign Right - Accuracy
- (33) Sovereign Right - Damage/Endurance
- (34) Sovereign Right - Accuracy/Endurance
- (34) Sovereign Right - Accuracy/Damage/Endurance
- (34) Sovereign Right - Resistance Bonus
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) HamiO:Nucleolus Exposure
- (39) HamiO:Nucleolus Exposure
- (39) Positron's Blast - Chance of Damage(Energy)
- (39) Achilles' Heel - Chance for Res Debuff
- (40) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Recharge Reduction IO
- (42) Recharge Reduction IO
- (A) HamiO:Ribosome Exposure
- (45) Impervium Armor - Resistance
- (45) Impervium Armor - Resistance/Endurance
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Apocalypse - Damage
- (48) Apocalypse - Damage/Endurance
- (48) Apocalypse - Damage/Recharge
- (48) Apocalypse - Accuracy/Damage/Recharge
- (50) Apocalypse - Accuracy/Recharge
- (50) Gladiator's Javelin - Chance of Damage(Toxic)
- (A) HamiO:Nucleolus Exposure
Level 50: Intuition Radial Paragon
Level 50: Void Radial Final Judgement
Level 50: Cimeroran Core Superior Ally
Level 50: Barrier Radial Epiphany
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Level 2: Swift- (A) Empty
- (A) Miracle - +Recovery
- (46) Panacea - +Hit Points/Endurance
- (A) Empty
- (A) Endurance Modification IO
- (43) Endurance Modification IO
- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
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Quote:I have never heard someone try to sound reasonable and come off as arrogant as you have here. I'm not FAILING at being a devices blaster, I just feel the devices blaster needs some work. Furthermore, can you honestly tell me that you'll loose flexibility at "3 mines at once, 3 x the recharge" especially given the recharge is low anyway, AND that you're already placing mini mine fields for the same period of time. It just makes the devices set MORE flexible. It doesn't take away from the old at all. If I am to say anything pertinent to you in particular it's "please don't troll". You may have reasonable threads and replies elsewhere but right now your posts read like you're an ***. Either bring constructive, valid and insightful criticism - other than YOU FAIL HARD LULZ - or don't bring anything at all. Ta.I don't like people who failed to research a character properly before taking it, then find out they want to change it on other peoples behalf who basically don't visit the forums.
Somethings have never undergone a change yet despite the suggestions. It's to do with the Cottage Rule.
As a person whose had their Devices since the beginning, learned to play it, likes it being different to all the other Blasters and believes in a Trapping concept for Blasters I am simply going to suggest a Secondary Respec for people who failed to research a character despite the sufficiently adequate resources, who fail and continue to fail in being creative with a set and then just go on failing.
Hopefully it would sell well in the Market and bring in some revenue. It's easy to believe that someone could get from 0-50, and have their tier 4s all within 25hours of playing this game. They could play with their character solo for a bit, team for a bit, and then come here and request changes. So I doubt it would. -
Quote:I've dropped a Firetank in PvP with a /Dev Blaster.
A lot of /Devs have had their /Dev since the beginning. They may not be too pleased that someone who has just started the game, came, saw, sucked and got the change they wanted giving all the longer /Devs the change they didn't want.
I'm not being arrogant - I'm a 5 year vet, just not active on the forums. I appreciate that people have had Devices blasters since THE BEGINNING OF TIME (COH time that is). However, my personal sentiment is that it is one of the least convenient and most time consuming of...well all the blaster power sets, primary and secondary, on a time per power basis.
I'm not locked into these ideas, I'm extraordinarily happy to receive constructive criticism from more learned devices players. If my ideas aren't your cup of tea then, by all means, offer alternatives or just "keep it the same". Although the sentiment I've gleaned from most others is very rarely the latter. -
Ok well if you think the "dropping trip mines in an instant" is too dangerous then the work around would be to have an activation time on the PET end, not on the player end.
Instead of the player stooping and arming, the player throws the trip mine, then it does it's own little self-arming of 3-4 seconds. I mean that's enough time for a player to gtfo unless utterly sandboxed. Plus it doesn't make it so cumbersome in pve that it's rarely worth using in groups.
EDIT: I think the main idea I'm trying to get across is that devices crowning powers are slow and awkward to use, a luxury that blasters traditionally don't have time to humour. *Aside from gun drone as I've been enlightened :P -
Quote:I don't think the 3 trip mines at once is an issue, especially at more than 3 times the recharge.I think in PvP putting out 3 trip mines like nothing might be a bit OP. A cautious change is required as so many /Devs rely on it.
Time Bomb, well I think its been requested to change to a toggle drop, perhaps on a timer, possibly with less interrupt.
Gun Drone, really can't see this changing further.
Besides it isn't going to stop people from using trip mines in pvp but it will make the /dev blasters more universally friendly. -
Quote:Admitedly I haven't played devices up to 38 yet. Working on my beam/dev nowthe first two sound good but uhhh have you played devices recently? Gun drone is much faster summon now. Like a cast of 1 second now with no interrupt the only thing I would like is for the end cost to be reduced maybe a little. Even slotted for 47% end reduction the thing is sucking a quarter almost of my end bar per summon.
EDIT: And yeah I read Mids wrong on gun drone : -
Read the title, know the thread:
Most of the set is fine up until the ending 3 powers, supposedly the creme de la creme of the set.
Trip mine: Too clunky for a run and gun archetype like the blaster - My suggestion is to make it a mine field, to go with the caltrops power. Scatters three trip mines around the targeted location (Close area ~5 ft between 3 trip mines set up in a triangle, yes I know it's a huge amount of damage.) Recharge up from 20s to 80s to make up for the change in cast time and damage. Key to this really is you just throw it down and carry on, no crouching down and "Hmmmm, lets see here...which button was it again? That one? Oh sh-! Disarm! DISARM! Oh phew...okay...it's okay...no need to panic. Stop panicking everyone. Right...I think it's armed now."
Time Bomb: Excellent damage, rubbish timing. The thing usually blows up after the mob is already dead, I'd often find myself running a mob ahead just to place it. However I don't think that's the issue, it's the lack of choice in it's explodeyness. Make it so the player(s) can target it with AoE and ST damage attacks a la Tar Patch. I think for tactical use it should be the controlling player only.
Gun Drone: Summon pet. It's *really* not that bad, only issue is the long long long long long cast time. Make it a summon like voltaic sentinel and thumbs up from me. *Oh and make it able to accept defense debuff sets. Fixing it's damage like Mercenaries for MM's with the -res and negative energy proc is fine by me.* -
My discussion point - I'm not interested in any of this. Both theme, flaws in design, lack of portover between the two genders (huge is still male right?) and this "tinting" obsession the designers recently procured. More importantly:
Where are my titan weapons?
Edit: Although I did buy the gunslinger jacket sleeves (only #1) because it slightly made me think of a straight jacket's sleeves. -
Ahhh good, excellent. I can now happily play my time/fire defender in light of the future update :P Thanks!
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Erm....Anyone have a reasonable answer as to why defender's chronoshift is 8 minutes and 20 seconds on the recharge, yet corruptor and controller versions are 6 minutes square?
As it stands my corruptor has perma chronoshift and my defender can not do it.
There's no difference in the powers except a small bump in the heal on a defender. Why? -
For some reason I seem compelled to make a reply here that pretty much sums up everything that's been said here.
FOR SOME PEOPLE - KB is not ideal, it's detrimental to their play. For example my katana/regen scrapper loves zipping from target to target and unloading her attack chain, what I do not like is my target being violently shoved miles away with no effect other than inconveiniencing me to moving to them AGAIN. She's a ninja for christs sake, I've spent so long learning the aoe cones of her attacks that I can optimally position myself in one jump and just unload, only the amount of times I've had my "muscle memory" put to shame by someone scattering my nice and tight little mob is more often than people seem to be implying here.
FOR THE OTHER PEOPLE - Yes KB is a good mitigation technique. Yes it is fun. Yes it is thematic and gives that "WOAARR POWERFUL" feeling...sometimes.... It does mean you can mitigate a lot more damage than KD because they spend more time flying through the air and getting up again.
FOR YOU ALL - JESUS CHRIST 10 NON STOP PAGES OF ARGUING BACK AND FORTH, GROW UP. He's suggesting an option that benefits ALL OF THE ABOVE GROUPS. You like knockback? DON'T TAKE THE OPTION. You don't like your knockback? TAKE THE OPTION.
OH GOD IT'S SO VERY HARD TO CONTEMPLATE AND UNDERSTAND.
Honestly if I actually did like knockback on my characters and someone told me to turn it off they'd get put on the /ignore list and never teamed with again, because clearly they can't stand someone to play in another way. But I don't like knockback. I actually AVOID knockback inclusive sets no matter how thematically fitting they may be to a character of mine. And it isn't too hard to apply this in game, simply make an enduranceless toggle power that does -10000% knockback enhancement. You'll still have that blessed 0.01 to do knockdown, everyone in your I HATE KB team will be happy. And for solo or teams that have no qualms with you flinging mobs around like footballs, it's just a toggle, turn it off.
WHY would you be so opposed to this option when it offers more of what makes this game so special - customisation. -
Oh and seeds of confusion has a 16s recharge with contagious confusion too, so basically mobs with bosses will be no issue, I won't really need a tank. I've refitted it for 3 more slots in strangler however. The 7.5% recharge was better than the 5% in power sink.
Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Fall: Level 50 Technology Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Strangler- (A) Basilisk's Gaze - Accuracy/Hold
- (45) Basilisk's Gaze - Recharge/Hold
- (46) Basilisk's Gaze - Endurance/Recharge/Hold
- (46) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (A) Empty
- (A) Positron's Blast - Accuracy/Damage
- (3) Positron's Blast - Damage/Endurance
- (3) Positron's Blast - Damage/Recharge
- (5) Positron's Blast - Accuracy/Damage/Endurance
- (5) Positron's Blast - Chance of Damage(Energy)
- (43) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Endurance Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (7) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Coercive Persuasion - Confused/Endurance
- (9) Coercive Persuasion - Contagious Confusion
- (9) Coercive Persuasion - Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (15) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (A) Empty
- (A) Dark Watcher's Despair - To Hit Debuff
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (21) Dark Watcher's Despair - Recharge/Endurance
- (37) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Impervium Armor - Resistance/Endurance
- (23) Impervium Armor - Resistance
- (23) Steadfast Protection - Resistance/+Def 3%
- (37) Steadfast Protection - Resistance/Endurance
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense/Recharge
- (A) HamiO:Nucleolus Exposure
- (27) HamiO:Nucleolus Exposure
- (27) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Impeded Swiftness - Chance of Damage(Smashing)
- (31) Explosive Strike - Chance for Smashing Damage
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Empty
- (A) Blood Mandate - Accuracy
- (33) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (33) Blood Mandate - Accuracy/Endurance
- (34) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Damage
- (A) Expedient Reinforcement - Accuracy/Damage
- (36) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage/Recharge
- (36) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Soulbound Allegiance - Damage/Recharge
- (A) Apocalypse - Damage/Endurance
- (39) Apocalypse - Chance of Damage(Negative)
- (39) Apocalypse - Damage/Recharge
- (39) Apocalypse - Accuracy/Damage/Recharge
- (40) Apocalypse - Accuracy/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (42) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Recharge
- (43) Doctored Wounds - Heal
- (A) Performance Shifter - EndMod/Recharge
- (45) Efficacy Adaptor - EndMod/Recharge
- (45) Endurance Modification IO
- (A) Expedient Reinforcement - Accuracy/Recharge
- (48) Expedient Reinforcement - Endurance/Damage/Recharge
- (48) Expedient Reinforcement - Accuracy/Damage/Recharge
- (48) Expedient Reinforcement - Damage/Endurance
- (50) Recharge Reduction IO
- (A) HamiO:Ribosome Exposure
- (50) Impervium Armor - Resistance
- (50) Impervium Armor - Resistance/Endurance
Level 50: Spiritual Core Paragon
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Flight Speed IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (40) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (13) Performance Shifter - EndMod/Accuracy
- (19) Performance Shifter - EndMod
- (19) Performance Shifter - EndMod/Recharge
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Quote:With two more slots in freezing rain it would take 2.5 seconds off of it's cooldown, which is bad real estate to me. It's currently at 18.65s cooldown now. I do agree on strangler though, however it's quite difficult for me to see a way to fit another 3 slots into it for basilisk's gaze.Uhm... hmm.
It looks surviveable, but I'm not sure how much you're actually going to be doing beyond simply 'not dying'. You didn't slot your most potent debuff (Freezing Rain) or your hold (and didn't even take your AoE hold), you don't have enough recharge to for your Lightning Storm, Creepers and Tornado to fill the gaps, and Flytrap (at least in my experience) just isn't sturdy enough to tank for you.
Also, on a fast-moving team, the Flytrap, Tornado and Creeper-patch don't move quickly enough to keep up with you, and Lightning Storm doesn't move at all. You also won't likely want to run Hurricane all the time, either, since Roots -KB doesn't prevent the repel component, so things constantly slide slowly away from you, which, unless you're quite good at Herdicaning and can pile them in a corner, isn't a good thing for an AoE beast like Plant/Storm.
Basically, if my experience with Plant/Storm is any indication, with this build, you'll be reduced to spamming Roots a lot of the time, if not most of the time. -
Oh, and if endurance proves not to be an issue anymore with ageless, then i'll spec out mu and spec in leviathan for the extra mini-hurricane. Just because I can.
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The goal was to reach 60%+ resistance to the main damage types, S/L and more and more nowadays, energy - and to also reach up to 32.5% defence to ranged and aoe. My playstyle negates melee as it is. Currently i'm resting at 32.1% R and 31.8% AoE.
The build still feels rough shorn to me, like I've missed something.
If you guys have any suggestions....etc etc.
Edit: And perma hasten. -
So. I hear you have endurance issues little Dark Fall? Well that's just too ba...shazam! In with the power sink, boom with the ageless core epiphany! Endurance you say? Bwahahahhaa! BWAHAHAHAHAHAHAHAAH! BWAAAA HA HA HA HA!
Hero Plan by Mids' Hero Designer 1.95
http://www.cohplanner.com/
Click this DataLink to open the build!
Dark Fall: Level 50 Technology Controller
Primary Power Set: Plant Control
Secondary Power Set: Storm Summoning
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Strangler- (A) Empty
- (A) Empty
- (A) Trap of the Hunter - Accuracy/Recharge
- (3) Trap of the Hunter - Accuracy/Endurance
- (3) Trap of the Hunter - Endurance/Immobilize
- (5) Trap of the Hunter - Immobilize/Accuracy
- (5) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (43) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Endurance Reduction IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (7) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (7) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Coercive Persuasion - Confused/Endurance
- (9) Coercive Persuasion - Contagious Confusion
- (9) Coercive Persuasion - Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Confused/Recharge
- (11) Coercive Persuasion - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (17) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Defense/Endurance
- (A) Luck of the Gambler - Recharge Speed
- (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (43) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (15) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Recharge Reduction IO
- (A) Empty
- (A) Dark Watcher's Despair - To Hit Debuff
- (21) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
- (21) Dark Watcher's Despair - Recharge/Endurance
- (37) Dark Watcher's Despair - To Hit Debuff/Endurance
- (A) Impervium Armor - Resistance/Endurance
- (23) Impervium Armor - Resistance
- (23) Steadfast Protection - Resistance/+Def 3%
- (37) Steadfast Protection - Resistance/Endurance
- (46) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance
- (34) Luck of the Gambler - Defense/Recharge
- (A) HamiO:Nucleolus Exposure
- (27) HamiO:Nucleolus Exposure
- (27) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Impeded Swiftness - Chance of Damage(Smashing)
- (31) Explosive Strike - Chance for Smashing Damage
- (A) Recharge Reduction IO
- (29) Recharge Reduction IO
- (29) Recharge Reduction IO
- (A) Empty
- (A) Blood Mandate - Accuracy
- (33) Blood Mandate - Accuracy/Damage
- (33) Blood Mandate - Damage/Endurance
- (33) Blood Mandate - Accuracy/Endurance
- (34) Blood Mandate - Accuracy/Damage/Endurance
- (34) Blood Mandate - Damage
- (A) Expedient Reinforcement - Accuracy/Damage
- (36) Expedient Reinforcement - Accuracy/Recharge
- (36) Expedient Reinforcement - Accuracy/Damage/Recharge
- (36) Expedient Reinforcement - Endurance/Damage/Recharge
- (37) Soulbound Allegiance - Damage/Recharge
- (A) Apocalypse - Damage/Endurance
- (39) Apocalypse - Chance of Damage(Negative)
- (39) Apocalypse - Damage/Recharge
- (39) Apocalypse - Accuracy/Damage/Recharge
- (40) Apocalypse - Accuracy/Recharge
- (A) Doctored Wounds - Heal/Endurance
- (42) Doctored Wounds - Heal/Endurance/Recharge
- (42) Doctored Wounds - Heal/Recharge
- (42) Doctored Wounds - Recharge
- (43) Doctored Wounds - Heal
- (A) Efficacy Adaptor - EndMod
- (45) Efficacy Adaptor - EndMod/Recharge
- (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (45) Efficacy Adaptor - Accuracy/Recharge
- (46) Efficacy Adaptor - EndMod/Accuracy
- (46) Efficacy Adaptor - EndMod/Endurance
- (A) Expedient Reinforcement - Accuracy/Recharge
- (48) Expedient Reinforcement - Endurance/Damage/Recharge
- (48) Expedient Reinforcement - Accuracy/Damage/Recharge
- (48) Expedient Reinforcement - Damage/Endurance
- (50) Recharge Reduction IO
- (A) HamiO:Ribosome Exposure
- (50) Impervium Armor - Resistance
- (50) Impervium Armor - Resistance/Endurance
Level 50: Spiritual Core Paragon
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Level 1: Brawl- (A) Empty
Level 1: Sprint- (A) Empty
- (A) Empty
Level 2: Swift- (A) Empty
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (40) Miracle - +Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (13) Performance Shifter - EndMod/Accuracy
- (19) Performance Shifter - EndMod
- (19) Performance Shifter - EndMod/Recharge
http://www.cohplanner.com/mids/downl...24FC05667F110F -
And no, I'm not asking for toggle suppressing through mez, i'm asking for that mechanic to be applied to the shapeshifter forms so that the toggles are merely suppressed rather than detoggled.
-
Quote:I'm asking for the toggle suppression to applied to the kheldian shapeshifted forms (lobster and squid) rather than having a tri-form build that has to stop and pop up it's shields every time you choose to utilise another power in another form. You can't tell me what I want because I've just said what I want :P I want my peacebringer to flow between forms rather than stop and "Oh hold on a sec bad guys, let me just put my shields up again."So...you aren't actually asking for toggle supressing through mezz (which is already in the game), you're asking for toggles to stay up between forms. You may want to find a way to build your character without worrying about humanform toggles.
I know that light form is entirely capable of perma now, but I'd quite like to slot it for end mod/recharge rather than res/recharge and the shields make up the rest of the res up to the cap and just beyond it. Besides, it's a smart idea to utilise the supression mechanic to solve something like this. -
*sigh* I hate toggles now. Every time I shapeshift, toggles go off....retoggle up, 10 seconds gone by.
My suggestion:
All mez right now that break through whatever mez protection you have will suppress all your active toggles. Not de-toggle them, suppress. I suggest that the kheldian shift forms apply a particular form of mez that does not actually mez, but rather simply suppresses toggles. That way the player can hop between forms while maintaining the defences for human form inbetween shifts. The only problem I can see is if the defences still drain endurance while suppressed, however I'm not sure if they do or don't. If they do I'd suggest a further modifier for the forms that reduces their endurance cost to something minimal. -
For the purposes of control, I love my plant/storm controller, however my one grievance is hurricane. Roots, the aoe immobilise, does a group -kb which counters most of the pitfalls of KB = SIN in storm summoning, however it doesn't beat the repel. This makes hurricane nearly functionless in standard groups, only effective on repel resistant AV's and the like. I'd like to start a request that either hurricane's repel gets converted to MORE knockback against PVE and the repel is kept active for PVP, or that the aoe immobilise that do -kb also add -repel.
Preferably I'd like the later, as thematically and functionally it makes sense, you immobilise someone to keep them in place no matter what, thus nothing should be able to move them, that and it means you can keep the repel, for situations such as Sutters TF with the exploding ghoulies, but it also means what you immobilise STAYS immobile.
Thoughts? -
/insp_combine "respite" "enrage"
You can chain this to convert all the types into one particular enh if you liked, for instance catch a breaths
/bind f10 "insp_combine "insight" "catch a breath"$$insp_combine "enrage" "catch a breath"$$insp_combine "sturdy" "catch a breath"$$insp_combine "luck" "catch a breath"$$insp_combine "awaken" "catch a breath"$$insp_combine "respite" "catch a breath""
at which point I reached the typing limit :P -
So I need to make a tanker seeing as I've gone ahead and rolled literally everything else, and i'm looking for one that's challenging to play, fun and with interesting tools at it's disposal - but is not gimped, nerfed, or under-achieving on the tanking front, I want it to be versatile but capable etc, and so I've appealed to the forumites! Gimme gimme gimme!
My only reservation is that it's NOT invuln, fire or WP. They bore me to pieces -
Invariably before, when i've had to move CoH around I can just copy and paste to new directories and it works fine. Can I transfer my COH folder from my PC to a brand spanking new imac and have it work fine?