Psylenz

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  1. Psylenz

    Electric Control

    The numbers look good. On my EC/elec dom, I put a lot of resources into going perma-dom. Then, I hit 50, and I picked up musculature for the eventual boost to endurance drain, but it made the damage from the electric control really POP with the extra damage not limited by the ED cap.
  2. Let me add my 2 influence. Static field is the cornerstone of the end draining. In the process of leveling up, it works a strength multiplier because it passes end off to the less-than-ideally slotted melee folks.

    Conductive aura will also pass endurance to your dom/controller, but also provides +regen. There is also brief mitigation while targets are affected by conductive aura that they stop attacking you. This feature stacks well with static field. I stand in the static field.

    Jolting chain does minor damage, but the main feature is the knock down AND -end. Your elec user doesn't have -recovery per se, but you have a quickly recharging power that does significant -end. It's semantics. The chain knockdown is 'ghetto' soft-hold since foes cannot fight while in knockdown mode.

    This brings me to the gremlins. Slighted by many dominators as weak, you get two pets that do -end, knockdown on heavy rotation on foes in a sleep patch. This is a mitigation machine stacking knockdowns with yours with the additional -end -- AoE style. They also do a great job of grabbing aggro from foes. If left to their own devices they over-aggro. I will cover this later.

    The synaptic overload, your chaining confuse is best used in the middle of the current targets in preparation. You cast it on the NEXT spawn. I love how blasters freak when an entire spawn is fighting itself.

    What some folks are pointing to, but it isn't obvious: Electric control doesn't have a lot of fast acting alpha eaters. No stone spears, no flashfire, no earthquake. The AoE hold, paralyzing blast is good, but not always available. If you are solo, you take the first contact, the alpha, at a slower pace, but the end drain can catch up quickly and make the finishing faster than you might think.

    Your best friends are tanks, dark defenders, other controllers and doms with those instant controls, and masterminds geared to soak up incoming attacks.

    I like electric melee. I like having 3 solid melee attacks. Of the electric control powers I would suggest to use more often than not - jolting chain. It will save your bacon.
  3. Psylenz

    Buffers rejoice!

    This 'gather mentality' would be bad if the buff range were 10 feet instead of 30. Having the team stay within 30 feet of the team tank or mastermind is a good team mechanic in my point of view.
  4. I really think this change benefits MMs the most since you can hit all the pets and teammates in a couple clicks. This is BIG stuff. If you team up a /thermal and a /FF you can get both sets of troops buffed to the gills in seconds.
  5. Psylenz

    Electric Control

    To each his own on the powers he uses, but I would point out that jolting chain does a chunk of -end with the application - not huge for single targets, but it is AoE and does combine nicely with static field for sapping.
  6. Psylenz

    Buffers rejoice!

    It's not much consolation, but on my stormies, recipients of speed boost, I usually take hover to deal with the extra speed and the need for control and finesse in hurricane usage.

    I also use hover for lightning storm placement. Sometimes the bolts do better coming from 15 feet up.
  7. Psylenz

    Buffers rejoice!

    I truly never thought I would see the day :O

    Forcefielders, hear me my brothers, you better take some good attacks and pool buffs. Wow, if you thought you were bored before ....
  8. Psylenz

    New to 50

    If it were me I would run a trial one night, run 5 hero alignment merit mishes on another, mix it up, exemp down, maybe check out alignment missions at lower levels you may have missed. Variety will keep it from being a grind.
  9. The zombie horde gets: Zombie vomit (at the level 6 enchant undead) which is a melee range AoE. This aspect is why I think storm helps leverage the necros as much as it does. They cycle from projectile vomit to zombie vomit, and then to zombie brawl as the spawns are in motion. The grave knights get into position and tear up what's left.
  10. Psylenz

    New to 50

    hmmmmm, does the OP have permadom? Yes, I would definitely get the mender Ramiel arc finished up first.
  11. The major reason is that stormies don't just blow everything all over. They strategically position foes for maximum destruction. The best stormies try to keep as many together to leverage snowstorm and freezing rain. This strategy, plus the BIG tohit debuff in hurricane plays well with melee pets. If you keep the enemy pinned into a corner or against a wall or trapped in a small office, the pets thrive, too.
  12. Alternate builds are available at level 10! You can have your newb build and when you are ready, you can have your 'Oh now I get it' build
  13. Zombies/Storm played with tactics and finesse is very successful.
  14. Quote:
    Originally Posted by Biowraith View Post
    Lay it in the middle of the spawn.
    You have FFG and a protector bubble, saunter in there with the seekers are doing their thing. Drop PGT, drop trip mine. Watch bad guys go splodey!
  15. Has any trapper gone the team teleport route to get the FFG in with you?
  16. I have a Kin/DP but he isn't up to the end game incarnate levels of riotous purple patch fun.
  17. I presume the OP is level 50 slotting HOs. I am not sure which EBs are giving trouble. The EBs in the incarnate mission content spawn +4 to start with, so Radiation Infection isn't as effective, purple patch and all.
  18. Psylenz

    Invasion

    Ok, I was drunk on anniversary badges and titles, but I swear i saw somebody riding a horse in Pocket D
  19. Quote:
    Originally Posted by Muon_Neutrino View Post
    One thing to note is that if you want to plant it in the middle of a spawn to open a fight, you'll need two things - stealth, and for PGT's hold to actually hit.

    Generally I find that if you just run straight into a spawn, the FF generator lags far enough behind to deny you its protection just when the spawn uses its alpha. Some form of stealth, or indeed full invisibility, is very useful to prevent them from unloading on you while you're vulnerable (I use super speed + stealth IO). Even if you're using seekers to avoid the alpha (which is a very good idea), stealth is useful to prevent them from noticing you while you get within the rather short 60' casting range.

    The other issue is that, at base, the initial hold is not very reliable. Even against even cons it'll only have a 75% hit rate and last 6s, and of course those will both degrade against up-level foes. You can slot hold to make it last longer, but the power doesn't accept accuracy enhancements. However, since it accepts hold *sets*, and hold set IOs can have accuracy in them, it *is* still possible to boost the accuracy of the initial hit. I prefer at least 60-70% acc to get good CTH on +2s, but any at all is still helpful. Acc/hold/rech IOs are your friend. If you can get good acc and hold enhancement in it, that initial hold suddenly goes from 'unreliable and very short' to 'reliable and short-but-long-enough', where 'long enough' is enough time to lay whatever other traps you want and get out of the way.
    Good points all, Muon! So the accuracy is kind of like putting Acc/Hold/End in choking cloud for greater effect. I learned something today
  20. I like the concept. I might have to alt again. The epic mastery powers I would take would be blue-side dark mastery for the buildup, stun, and endurance replacement, esp for nuking

    I like superspeed with shadow fall since you get 'ghetto invisibility' with the two powers, but if you put a jumping stealth in combat jump it works the same.
  21. This is my semi-economical, level-up build. Note the attention to endurance usage in the pets and the pet uniques in Hell on Earth.


    Villain Plan by Mids' Villain Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    DSDM: Level 50 Natural Mastermind
    Primary Power Set: Demon Summoning
    Secondary Power Set: Dark Miasma
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Chill Mastery

    Villain Profile:
    Level 1: Summon Demonlings -- Acc-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), BriL'shp-Dmg/EndRdx(5), BriL'shp-Acc/EndRdx(7)
    Level 1: Twilight Grasp -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(7), H'zdH-Heal/EndRdx/Rchg(9), H'zdH-Heal/Rchg(9), H'zdH-EndRdx/Rchg(11)
    Level 2: Tar Patch -- RechRdx-I(A), RechRdx-I(11), P'ngTtl-EndRdx/Rchg/Slow(13)
    Level 4: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(13), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-ToHitDeb/EndRdx(17), DarkWD-Slow%(17)
    Level 6: Enchant Demon -- EndRdx-I(A), EndRdx-I(15)
    Level 8: Lash -- Acc-I(A)
    Level 10: Howling Twilight -- RechRdx-I(A), RechRdx-I(19), Stpfy-Acc/Stun/Rchg(21)
    Level 12: Summon Demons -- Acc-I(A), H'zdH-Heal(19), BriL'shp-Acc/EndRdx(21), Dmg-I(23), Dmg-I(23), H'zdH-Heal/EndRdx(25)
    Level 14: Hover -- Flight-I(A)
    Level 16: Fly -- Flight-I(A)
    Level 18: Hell on Earth -- ExRmnt-+Res(Pets)(A), C'Arms-+Def(Pets)(27), SvgnRt-PetResDam(27), EdctM'r-PetDef(29)
    Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(31), Abys-Acc/EndRdx(48), Abys-Fear/Rng(48), Abys-Acc/Fear/Rchg(50)
    Level 22: Shadow Fall -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(25), Aegis-Psi/Status(34), ImpArm-ResPsi(36), ImpArm-ResDam/EndRdx(36), ImpArm-ResDam/EndRdx/Rchg(46)
    Level 24: Maneuvers -- Ksmt-ToHit+(A), Krma-ResKB(29), Ksmt-Def/EndRdx(36), LkGmblr-Rchg+(37)
    Level 26: Summon Demon Prince -- EdctM'r-Acc/Dmg/EndRdx(A), Dmg-I(31), P'ngTtl-Acc/Slow(31), P'ngTtl-Acc/EndRdx(33), P'ngTtl-Dmg/Slow(33), P'ngTtl-EndRdx/Rchg/Slow(33)
    Level 28: Crack Whip -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(34)
    Level 30: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(40), AdjTgt-EndRdx/Rchg(46), AdjTgt-ToHit/EndRdx(46)
    Level 32: Abyssal Empowerment -- EndRdx-I(A), EndRdx-I(37)
    Level 35: Petrifying Gaze -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(40), Cloud-Acc/Rchg(40), Cloud-ToHitDeb/EndRdx/Rchg(42), Cloud-Acc/EndRdx/Rchg(42), Cloud-%Dam(42)
    Level 41: Flash Freeze -- IComa-Acc/Sleep/Rchg(A), IComa-Acc/Rchg(43), IComa-Sleep/Rng(43), IComa-Acc/EndRdx(43)
    Level 44: Frozen Armor -- RedFtn-Def(A), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(45), RedFtn-EndRdx/Rchg(50)
    Level 47: Hibernate -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Jump-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Supremacy
    Level 47: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Heal-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(34)
  22. Quote:
    Originally Posted by Robert_B View Post
    Thanks to everyone who replied.

    I had a feeling that it was more situational then a "use on every spawn" power like the mortar is. But I am doing what most of you suggested which is dropping it in a middle of a spawn with FFG that is
    I definitely try to use it whenever it is up. Superspeed and/or more stealth can help, too. Grant invis works on the Forcefield generator for uber stealthing.
  23. Back in May 2004, my first character hit 5 or 6 and was directed by a contact to go to Galaxy City. I had a PRIMA guide or something with a City map, so I proceeded to Steel Canyon. I made it the IP gate, saw the levels of the spawn there, and I thought there is no way I can make it to King's Row to get to Galaxy. I tried first to go through Perez, but I didn't have security clearance. Then they told me about a 'train'.

    The other thing I didn't know, around level 11 and first visiting Steel Canyon was that in those days, there were leftover ambushes and spawns of MUCH higher level that would just hang out until defeated or despawned. I saw this big strange creature between a hedgerow and a skyscraper. It was a level 30+ devouring earth that quickly 2 shot me and sent me teleporting to the hospital.
  24. My two cents: I played with 2 brand new players over this past weekend, each on a different server. In the last two weeks, I have played with a third player, whom I showed how to flip the generic recipes on auction for quick cash. Over a weekend, he garnered 5 million and an appreciation for market basics.
  25. Psylenz

    Power Duos

    Quote:
    Originally Posted by gameboy1234 View Post
    I agree with everything said above. There are lots of great combos in CoH.

    One combo I did not see however, that I haven't tried but I think would work very well, is two masterminds. Two Thugs/ especially would work well, and then varying the secondaries a bit, like /Traps and /Dark Miasma, would produce an especially strong combination. But almost any combo would work.

    Don't forget to take Leadership and you're off to the races.
    I have duo'd mastermind's before. The most dedicated duos were a ninja/dark with my thugs/dark. We ate named Heroes alive. The other pair was a Bots/Storm with a Necro/Storm. This was wickedly effective. We had the outside/inside game going. Bot's ranged damage with the melee minded necros with a couple of expert battlefield manipulators destroyed spawns. Lord Recluse never had a chance to summon his banes in the patron arcs.