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Quote:lol...makes sense....its a full time job keeping up with undocumented changes..Nothing in PGA is summoned up by a pseudo-pet. It's a straight up AoE -DMG, Sleep power.
It does have some code remnant in it that says it summons up a pet, but the pet does nothing. This is probably leftovers from when, in beta, it acted as a location AoE.
Originally, Glue Arrow, Poison Gas Arrow, Disruption Arrow and Oil Slick Arrow were all location AoEs. Having so many was deemed a bit of a hassle to work with so Glue and Poison lost the location ability.
EDIT: Actually, I think the pseudo-pet in PGA does summon something after all: The lingering gas cloud graphics. I can't remember if they finally removed that or not since it doesn't linger. :S -
Quote:You are right. The debuff is is what I am thinking is summoned by a pet. I assumed the sleep was too. Thanks for clearing that up.PGA doesn't summon a Pseudo, weirdly. Or rather it does but that's not where the Sleep comes from, it's actually a direct-target effect.
As far as I remember PGA used to work quite similiarly to Static Field but got changed in Trick Arrows beta for some reason. -
Even if the proc fired, isn't the expect behavior that the Static Field pseudo pet would placate the mob vice the summoner placating the mob? or is it expected that it will function similar to the proc when slotted in Poison Gas Arrow (which I believe also summons some type of pseudo pet) or other AoE sleeps?
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Quote:Herc pretty much sums up how I feel. If you have the money go for it. /Storm can really benefit from +recovery IOs in addition to the -kb Herc mentioned. If you don't have the moola save your money for your final build.Personally, I stick with SOs until 50, I just dont have the Inf. to afford it.
Usually, the only IO bonus I get early is some KB reduction.
A plant/storm plays just fine without the bonuses ( as do most characters), but if you have the cash to burn, go for it.
Either way I wouldn't focus on IO sets until you plan out a full 50 build. I say this mainly because it is easy to exceed "the rule of five" by over slotting particular set bonuses without having a "final" build thought out. -
Quote:ROFLMAO....the force is strong in this one....not so much Thermal as much as Rad. Rad is a very good set.I see that a lot of ppl pretty much worship Thermal Rad and Rad Emish on these forums,
As for your wizard concept I would recommend Ill/TA/Fire if Ill/Storm/Fire doesn't work out for you -
First thanks for posting all the numbers Peacemoon.
Quote:Well I personally wasn't happy with Hot Feet V2.0 because as you said, the stun was very overpowered and Hot Feet itself already makes Fire Control an outlier in terms of damage. Giving Electric Control its own version seemed to set the bar at Fire Control's level, which wouldn't be good for all the other sets. Having said that, now that the power doesn't stun and the fact the set as a whole lacks in other areas (like reliable hard control) I have changed my thinking; I keep feeling the power should now be doing some minor damage with each tick. This would require giving it a substantial end cost however. The only drawback is it wouldn't work well with Static Field's sleep which as you rightly point out, is the crutch of the set.
As it stands the set favors Dominators. I think a quick fix to the set to bring it up to speed for Controllers is to take a look at rearranging the order of powers. I would be happy if they increased the damage on Jolting Chains some to help Controllers out in the lower levels who don't have access to Assault Secondaries.
Bringing Synaptic Overload in earlier can help. Lets face it, Synaptic Overload is far from being a Seeds of Confusion especially considering how slow it jumps and its ability to jump if the mob is spread out diminishes rapidly. I still dont see how this power rates to be a Tier 8 power compared to other sets Tier 8 powers (Yes I have looked at the sets side by side for a holistic comparison). The problem is if Synaptic Overload is moved up nothing else in the set is a suitable Tier 8 IMO.
Quote:I would put Earth ahead in terms of raw control, behind in damage. While Earth is a great set it lacks Confusion capabilities. Interestingly, Electric has tipped the scales for Controllers, who now have more sets with a Confuse than sets that don't. Only Gravity and Fire also lack the capability.
A while back I posted that I consider control sets in general to be loosely divided into "Elemental Debuff" (Ice, Earth), "Elemental Damage" (Fire, Gravity, Plant), and "Psi Setup" (Mind, Illusion) sets. To me, Electric falls mostly into the "Elemental Debuff" category due to low-ish damage and appreciable secondary effects. But with Synaptic Overload it dips into the "Psi Setup" category as well. Earth or Ice is forced to alert enemies on their opening attack, but not Electric. Electric meanwhile trades some of their safety. This is why I call it about even with Earth, even if each would have different scenarios where it shines.
Quote:Yeah, I was wondering about that, since it's definitely possible to get the recharge down to consistently have two Static Fields out--if it doesn't have code limiting you to one. So this might actually be a set decent at controlling multiple spawns at once (if you can do two Static Fields).
Example: Fire off Static Field at one spawn. Fire off Synapse Overload at it. Now fire off Static Field at the second spawn and engage it as normal, refreshing Static Field on the first spawn. By the time you clear the second spawn, the first spawn should be mostly confused.
Someone really needs to test this, if they haven't already (someone probably has). Just three SOs plus Hasten should be enough for a little overlap.
Quote:Baring in mind that Conductive Aura is 8 targets max, is it still viable to sap a whole x8 spawn? What tricks were people using because I found it quite difficult, although I am not very experienced in the world of sapping. Spamming Caged Fences and slotting it for End Mod was what I went for.
Also anyone noticed Paralytic Blast? It is a ranged AoE hold, but has a 30 ft. radius, usually reserved for PBAoE holds. It is also the only source of 100% chance for -recovery. Seems like it is meant to be an emergency button for the set. -
Quote:This stood out for me as well, but when I reread it I realized he wasn't comparing it to Earth in terms of control.I agreed with your entire post except this one. I rate Earth Control the #1 or maybe #2 set at worst, whereas I consider Electric Control to be blandly in the middle of the pack, and occasionally unreliable.
Basically, I think Electric Control is a fine and interesting set, but equal to Earth Control? No Way. Then again, the things I like about Earth Control are woefully absent from Electric Control; whereas you may not care about them.
But great overall synopsis.
Lewis
Earth is definitely in my top two for control. I agree with Oedipus, if I am reading his post correctly, that Electric is at the bottom of the heap in terms of damage. -
I have seen a few Spines/DA builds soft-capped to S/L that IMO didn't sacrifice much to get there. I think if you go for any kind of defense, ~35% or above is a good feasible number to aim for without gimping a build.
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I should probably wait for a more favorable preview before I post but here goes nothing.
My main gripe is that the set plays fairly slow on a controller (at low levels especially). I really wish they kept the damage component to the Conductive Aura. The stun was clearly overpowered; I don't see why they dropped the damage aspect (I speculate that it was out of fear of turning into another Fire Control Clone). This set really needs help at low levels. Since we are stuck with the powers as-is I am hoping that the devs reconsider moving some powers around to help bolster the set for earlier play.
Due to the chaining nature of some of the sets powers the set feels light on control. The pseudo AoE controls take some time to take hold and have a chance to not take any effect at all if you miss the first attack in the chain. The end drain is decent but takes some time to take full effect; this only helps offset some of the set's glaring weaknesses.
The pulsing AoE Sleep seems to be the crutch of the set. I believe its sleep nature will be a big problem on larger teams dishing out AoEs, further exposing the sets deficiencies. The Gremlins are no joy either; owners beware they will get you killed.
Elec/Kins may not be too disappointed but I think Elec/Storms wont be too happy with the lack of -KB. Secondaries sets that bring control to the table will probably be the best pairing for Elec/; bolstering the sets lack of reliable control.
Overall I think the set needs some serious work but who am I to judge? I give the set a 4 out of 10.
Now with IOs in the mix I suspect this set will be a BEAST! -
Quote:Good call, but no worries; the NDA was lifted.hum.. i was not having the impression to tell secrets, more my feeling about the set. but you made me doubt ^^'
just in case i erased it -_-
sorry
http://boards.cityofheroes.com/showthread.php?t=232903 -
I understand now. In terms of IO investment Ill/Rad is easier to manage those AV Killer levels of performance.
Side note Ill/Cold has been done as has Fire/Thermal. I would imagine Ill/Thermal is feasible too. -
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Quote:This is true it has not changed, but in this case.....Unless it has been changed recently (and I haven't kept up, so it may have) you can only have one Achilles Heel Proc fired on a target at one time.
Quote:Procs work a bit funny in pets and pseudo-pets- I'm not sure, but what I've heard is that the game considers the Flytrap, Freezing Rain, and your character as three separate sources.
You are basically summoning two pseudo pets and a pet which the game sees as three different sources. Works great on hardened targets. I think it still bypasses -res debuff resistances too. -
Quote:I concur with Local's and Carnifax's comments, especially the order in which you picked some key powers. I wanted to add a few more recommendations to address your questions.Please review my Power choice selection and slotting for leveling. Also if anyone has ideas for IOs please suggest away.
Overall you single target powers seem underslotted for accuracy. Versus higher level foes you will find that you will miss more often. I recommend looking at adding some accuracy to your ST powers
If and when you do go for IO sets I would recommend focusing on sets with recharge bonuses. This will give you an increased availability of PA and OSA , ILL/TA's best powers IMO.
If you are interested feel free to ask for build examples if it helps you understand IO set slotting strategies.
If this is the case I recommend slotting accuracy in place of the hold SOs. You want the power to hit in time of need while having it available as often as possible.
Hope that helps! GL with your ILL/TA troller! -
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Quote:Yes! I am so glad you retried it with good results!I've been experimenting a bit, and found that I have to apply at least two powers before unleashing tornado. So, roots + creepers, etc. And I've been most impressed, I'm tearing through the wall at a good clip - not to mention it's fun watching all the chaos.
Sidenote: I just retested Roots sans Creepers on Warwolves and it does indeed place a -KB effect. Tornado does not fling them everywhere. The only problem is that they still run around like ADD kids on a sugar high at the peak of a speed trip. -
Quote:I must be playing a significant amount of AE these days.I'm not sure if I'd call defense debuffing rare... I think it's both more common and more severe than people tend to realize. Any time you see a non-pistol gun or blade, it probably has -def on it, and that covers a lot of enemies right there. Longbow seems to be one of the worst about that, since most of their troops have assault rifles of one sort or another--I monitor defense on my /elec brute, and it's rarely above -40% against Longbow. Ironically, some groups seem to get less defense debuffs as they get higher level, thanks to their mooks with guns getting replaced.
With regards to pre-made dev content, outside of the "Roman" Traitors, I never found the ~10sec duration defense debuffs to be as much of a problem as people make them out to be. Most require a to hit check to take effect anyway.
In cases where debuffs are a problem and your set has no DDR, purple "skittles" are the solution. -
Quote:Its quite possible. They still run around like madmen from the Tornado afraid effect. Definitely worth testing.Uhm... and understand, this is me relying on my admittedly fuzzy and imprecise memory... I'm fairly certain that my loathing of Warwolves on my Plant/Stormie is precisely because the -KB doesn't take effect when I try to Root them, and they get flung in all directions. I suppose I could go test this, but at the moment I should have been in bed an hour and a half ago. If anybody else feels like testing it, feel free :/
I do know it works consistently when used in conjunction with a hold (the plant holds have no -kb) but that is expected.
I was fighting Warwolves last night on the A Hero's Hero arc and noticed that some of them would not get flung by Tornado. It could very well be be that one application of Roots alone may not suffice requiring several applications. I had Creepers out the whole time and this could be skewing results. It also appeared that Creepers is capable of immobilizing them completely when it summons the creeper immobilize portion of the power. I don't know if this is a bug or if Creepers has a very high magnitude on its immobilization effect. I don't know if creepers has -kb in it though.
I'll retest this some more when I'm done with the arc. -
Quote:I agree that defense on a resistance based set goes a long way, DDR or not.I disagree as well. Defense allows my tanker to do the things you see in the video. Even Cimerorans don't threaten me because with a single small purple inspiration, I have pseudo-DDR on the order of 100%. On a team with even minimal defense buffs, I don't even need that.
Not all enemy groups have defense debuffing attacks, but in the rare cases they do, a purple inspiration is my remedy for cascading defense failure as well.
On my Spines/Dark Armor I have noticed a significant increase in survivability by simply investing in IO set S/L defense bonuses. Not only has my survivability gone up but my endurance usage has gone down. I no longer rely on Dark Regen as often to stay alive. Willpower is great example of how effective this type of layered mitigation really is.
To the OP, S/L defense is a great investment to just about any toon lacking native defensive capabilities. Well worth it as long as you don't sacrifice your inherent abilities through under-slotting. -
Quote:Shout of Command only negates the immobilization effect of Roots, the -KB still applies.Hmm... according to Paragonwiki, there's no -KB component to Shout of Command. And I'm not sure... really, reeeeeally not sure... but I think that if your Roots/Entangle aren't sticking, the -KB isn't applied either.
Warwolves work in a similar fashion. You can't immobilize them with Roots but the -KB still takes effect where Tornado wont scatter them. -
Sounds like you either hit the target cap or you have low accuracy in Roots. To avoid this type of scatter, at least when I'm farming +*/x8, I typically wont use Tornado until I have two applications of Roots on the spawn.
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Quote:Its from the movie Slingblade. The main character is "slow" or "touched" if you know what I mean.No idea what this quote is from, sorry, maybe I am too young/old to get the reference
Any way all these smart people are standing around this lawnmower trying to figure out why it doesn't work.
Bill Cox: [lawnmower won't start] Karl, see if you can figure out what's wrong with this. It won't crank up and everything seems to be put together right.
Karl: It ain't got no gas in it.
When you told us you were triple boxing it I felt like Karl just told me "It ain't got no gas in it.". It was so obvious that I didn't see it
Edit: Before you get offended: No I wasn't calling you retarded.