Saltyhero13

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  1. This build may give you ideas. My focus was on S/L Defense and Recharge:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  2. Saltyhero13

    Atlas statue...

    I think he is winking at you!
  3. Saltyhero13

    mind/time?

    Quote:
    Originally Posted by Local_Man View Post
    ...blurp...
    Your position is no longer convenient for you? Its your purgative to flip-flop and contradict yourself as often as you feel necessary. The good thing is that you can always come back. I won't judge you.

    Your own words failed to meet your intended message? Sounds like a personal problem to me. You chose your words, you get to own them. Again your problem, not my problem.

    I think its safe to say we can easily dismiss any false assumptions that a defensive build:
    • Is Cost prohibitive (uber expensive builds)
    • Forces the choice of Defense vs <other desirable bonus>
    • Forces poor power selection (less capable)
    • Forces poor power slotting (less capable)
    • Is motivated by a desire to play in an aberrant fashion
    • <any other baseless assumption>
    • <any other flawed rationale>
    We'll still be here when you have something to add or wish to offer proof to the contrary. Until then, case closed.

    All that work and you STILL missed the boat.
  4. Quote:
    Originally Posted by Bigbadblue View Post
    <snip> what steps would you take to make this perma Phantom Army. Also as side note I do love to team, but lately I have been doing tips and solo type stuff.
    I played Ill/TA exclusively for about two to three years. After trying several combinations of Ill/* it was the only one that stuck. You made a great choice IMHO; /TA compliments Ill/ well.

    Here is my final build that is <~1sec off perma-PA. Incarnate slot, e.g. Spiritual, or Hover with an LotG IO will make it perma. Feel free to modify it to your purposes or glean any ideas from it.

    Ill/TA/Fire:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    This alternate build is more of a concept. I never played with /Mace on an Ill/TA. I was just curious to see how close to the soft cap I could get without gutting the build's utility. Considering this combo's ability to control the fight at range you can easily exploit the first build to achieve your goals. Food for thought however.

    Ill/TA/Mace:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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    Quote:
    Originally Posted by Bigbadblue View Post
    And lastly, if time and money (and patience) were spent on the Ill/TA build would this combo be good against hard targets?
    If by “hard targets” you mean, AVs and GMs then, no. AVs are doable but will take a very long time without a level shift. IMO other combinations excel at doing so. /TA just doesn't provide enough -Regen (I believe EMP is the only source native to /TA) to take these “sacks of HP” down.

    Two problematic and weak options to consider:
    A -Regen Interface could help; keep in mind these are resistible.
    Another option is the craftable temp power “Envenomed Dagger”. This provides five doses of -Regen needed for AVs, I doubt it can dent a GMs Regen. You'll need the ability to craft a new one during the fight if you exceed 5 uses.

    /TA may get some love in the future, if it hasn't received it yet. However I doubt any changes will boost the sets -Regen capabilities.

    Additional comments:

    Funding- Be patient and learn the market. Don't pay “buy it now” prices. Place your orders and wait. You'll get “kitted up” soon enough. Ticket/Merit Rolls are options for income. I recommend checking out the market forum for tips.
    /TA Guide- Looks for Luminara(sp??) guide on /TA. Should be posted on the defender forum. I think Silas has a section in one of his comprehensive guides (Corrupter or MM forums??) as well.
    IOs – If you do anything with IOs, copious amounts of recharge comes highly recommended. Perma PA is one benefit. Low cooldowns on both, Oil Slick Arrow and EMP Arrow, are desired. OSA is the awesomesauce of /TA.
    OSA- You'll need something to light the oil slick. There are several suggestions. Choosing a Tech origin is the simplest solution. /Fire APP is another. What ever you pick you will want it available by Lvl 35. A tip for solo you can aggro several spawns before dropping OSA. This will allow you to efficiently maximize its effects. I used to farm the Cimeroran Wall this way
    Flash Arrow- I took it while leveling and speced out of it for my final build. The power is great if spawns are close together or if a patrol is inbound. If you do take it don't slot any of the IO procs into it, it will make an aggroless power alert the spawn if it procs. I dropped it, too many numbnuts pulling a “Leeeeeeeroooooooooy Jenkins” diving headfirst into the spawn every time I used it. People think you are initiating combat, not knowing the power doesn't generate aggro. Worth some laughs, however GI can produce a similar effect. FA IMO is skippable.
    Ice Arrow- Took it while leveling. Dropped it on final build. Its great for stacking on bosses. At higher levels I primarily focus on AoE and found myself rarely using it. It has a slow component in its even if the hold doesn't mezz, like on a boss or AV.
    Poison Gas Arrow – PGA is considered a skippable power. Treat this power as a -DMG debuff and you'll be happier if you keep it. I took it as a set mule but find myself using it fairly often. The purple set proc has some interesting behavior in this power. It basically has a chance to trigger the placate even when the sleep effect doesn't activate.
    EMP Arrow- Even if you typically skip out on AoE hold powers, I highly recommend you take this power. It has a ginormous radius and is a targeted AoE hold. It prevents you from recovering endurance for a bit after using it. The large radius and -recovery aspects are two things to keep in mind when using this power.
    Redraw – The only thing I hate about this combo is the redraw. If you establish a good battle-rhythm you can minimize it. I usually open by confuse the heavy hitter==> drop a PA (in the middle or furthest side of the spawn) ==>drop “Spooky” (Spectral Terror) ==> drop OSA (if available) ==> drop Glue on the OSA ==> unload remaining debuffs until seasoned to taste ==> ignite OSA ==> Mop up stranglers with single target chain. Rinse and repeat. You can easily take two or three spawns on this way with practice.
  5. That's a nice assessment of DF Trick. Thanks
  6. Quote:
    Originally Posted by TheJazMan View Post
    Any chance of posting the build? I am wanting to give plants a run and wondering if it should be a 'troller or a dominator. It seems plant/storm might be the tops when using plant.
    Here is a build I was using to farm with for a while. Plant/Storm/Ice:

    Code:
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  7. Saltyhero13

    mind/time?

    @planet J

    Considering that the thread was about Mind/Time here is a build I hastily threw together. Yes it needs work; intended more to get your juices flowing. It would probably be easier if you posted powers you desire planet J.

    I have played three iterations of Mind, not too familiar with Time specifically regarding IOs and any synergies they share. I included Total Dom; I prefer TK myself. I would probably try to massage the build to do something more with Time Crawl and Slowed Response possibly even add APP attacks. Slots could be pulled out of TD and the RES Shield.

    Here is my ball park swag to chop on. Good Luck!:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    @EmperorSteele:
    Good points. It should be clear that it is difficult to protect against everything using IO Defense build methods. It most definitely has its flaws as you describe. I also think not every combination is capable of achieving such levels of defense nor would they benefit as much from such a strategy. Definitely case by case.

    Cascading defense is a problem. Its a problem that adversely affects both defense and non defense builds. One things to consider, however, defense makes it less likely to get debuffed in the first place. I believe most debuff attacks are delivered via Lethal/Smash attacks(there are exceptions). If you do get debuffed its takes more consecutive debuffs to floor you as well. For this reason I think these debuffs have a greater impact on the non defensive build; they simply do not have any buffer before their defense is floored in addition to the higher likelihood of such a cascade.

    With regards to Ranged Defense, it appears that a significant number of Mez attacks are tagged as Ranged. This extends a degree of status avoidance as a result. For me personally Ranged Def is often to difficult to achieve, other players manage to do it very well. Food for thought.

    Warning: The following post is filled with facetious comments. No straw men were hurt in the production of this post.

    Quote:
    Originally Posted by Local_Man View Post
    I think it is better to learn how to play the character without Defense first, and then see if you need it later.
    Local Myth: You won't learn how to play the character properly if you pursue a soft capped defense build.

    A defense build does not preclude you from learning to play the character as you level up. Most builds perusing defense aren't complete until the 40+ levels; others don't reach fruition until 50.

    Quote:
    Originally Posted by Local_Man View Post
    There are trade-offs. If I take the Fighting pool, that means I'm using power choices, slots and endurance that could be used to enhance control and buff/debuff or using a power choice that could be used for a situational power that might otherwise help the team.
    Local Myth: A defense build requires poor power selection at the expense of utility powers.

    If you pick your powers based on what IO Bonuses they make available its easy to get in this trap. The recommended approach is to pick powers you want and design from there. This approach allows you start with utility as a priority; tradeoffs can be made from there.
    Regardless most sets have one or two “throw away” powers that are widely considered to offer less utility than alternative options.

    Local Myth: The Fighting pool is required to achieve a soft-capped build.

    The Fighting pool is not required to achieve soft-cap to S/L. One recommended approach for avoiding the Fighting pool is to take Hover and Combat Jumping. Stealth also offers some defense and brings desired utility to Controller combinations that don't offer any native stealth. Be aware that the defense suppress when in combat. Another option is Maneuvers from the Leadership Pool. This selection brings additional utility to both the solo and team player.

    If your build needs a place to put the +Def IO, you can always wait until later levels to slot this particular IO in your Resistance Shield.

    There are several options. Notice none require the selection of the Fighting Pool.

    I cannot speak to Ranged defense builds, its not my personal preference to peruse Ranged defense. Oedipus Tex is one I consider more adept at that strategy.

    Quote:
    Originally Posted by Local_Man View Post
    If I slot for Defense, it is likely that I have had to give up some Recharge or some other benefit that might help the overall killing speed or to complete missions faster.
    Local Myth: Soft-capped Defense builds sacrifice Recharge.

    A quick glance at the Set Bonus Finder in Mid's tells me otherwise. There are plenty of sets that offer both Recharge and Defense. The challenge is capitalize on sets that offer both.
    There are some excellent builds posted on the forums (and some very crappy ones) that achieve high levels of recharge as well as the defense soft-cap.

    Quote:
    Originally Posted by Local_Man View Post
    On teams, your teammates should be taking the aggro . . . that's a Tank's JOB. If you are taking the aggro, then you are probably frustrating your teammates and not doing your job in the team. If you want to play like a crazy scrapper who can run into groups and just kill stuff, that's your choice but that's not what a team will expect from you.
    Local Myth:Cox Teaming requires Tankers.

    Oh no! Someone needs to tell the “All <pick an AT> Teams” they are doing it wrong.
    I think its clear that CoX has done a great job at moving away from the “Tank and Spank” or the “Holy Trinity” of MMOs model.
    Lets look at something:
    A Tanker/Brute manages aggro by Taunting and generating Threat which draws the enemies attention away from teammates in order to protect them.
    A Controller manages aggro by Mezzing and Debuffing enemies in order to teammates. A Controller can also Buff their teammates in order to protect them.
    Amazing. Both perform the same function yet achieve it through different means. Does this mean Controllers and Tankers are always interchangeable? Not always, however its not unreasonable to expect a controller to manage aggro. If given a specific scenario where the “aggro monkey” cannot keep aggro off the team I damn well expect the controllers to step it up.

    Local Myth: Pursuing Defense means you want to grab aggro

    Local Myth: Pursuing Defense means you will be infected with “Scrapperlock”

    I wont even address these two on how ridiculous your straw man arguments/silly assumptions are. Your two points have nothing to do with defensive build. You go as far as creating fictional motives as to why someone would want defense on top of associating fictional negative behavior with it. Nice try.

    Quote:
    Originally Posted by Local_Man View Post
    Solo, you have the tools to avoid aggro. I can certainly see where a Defense-based build would be more appealing for a solo character, but it is still a challenge to see if you can handle missions with the tools built into the AT rather than a bunch of IO tricks.
    Local Myth: IOs use for the pursuit of Defense is unlawful according to Local Man law.

    “You people are doing it wrong!” Its a compelling argument considering the same “IO tricks” can be used for bonus in recharge, recovery, etc. Which are “authorized” by you as “appropriate” use.

    Local Myth: IOs remove the "challenge"

    Breaking news. Some people enjoy the metagame of build design. For these folks it is the challenge. If you dont want to use them in such a fashion then don't. We are sorry we don't play the game like you want us to. No. Really we are!

    Quote:
    Originally Posted by Local_Man View Post
    Defense certainly is a viable choice, but to suggest that a non-defensive build is somehow less viable is wrong.
    Local Myth: Recommending a defensive build means= non defense build no good.

    I don't see anywhere in Laev's post where its suggested that a non defense build is wrong. Considering the OPs desire to solo 65% of the time, interest in Defense, and selection of Primary/Secondary its a great recommendation and can be achieved with great ease. Considering your tenacity to misinterpret things it doesn't surprise me one bit that you manage to misconstrue Laev's comments.

    This by far is the most laughable of all:
    Quote:
    Originally Posted by Local_Man View Post
    I don't accept the argument that you can get plenty of Defense AND be well slotted for Recharge.
    “I reject your reality and substitute it with mine” That's what your statement sums up to be. I bet you even expect your post to be taken seriously.

    Have you done your “Due Diligence” in this particular area or is it a strategy that you have been unable to make it work for you?

    Its a rhetorical question. Regardless of your answer, it reveals your ignorance on the matter. Even worse you offer conjecture without properly investigating the matter and try to pass it on as fact.

    I really don't care if folks have opinions on this topic. What really bugs me is when poppycock and conjecture is offered up as an “authoritative” information, especially when your only retorts are thinly veiled straw man arguments.

    I think I'll address you as "Conjecture man" or "Straw man" from now on. I'll even let you pick which one, they both suit you.

    Expecting some false confidence from the naysayers I offer up my Plant/Storm/Ice as an example:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    and my Fire/Cold/Stone:

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    Both builds play well ,both solo and on teams. Please take notice they debunk the myth that it will cost billions to achieve soft-capping or that defense and recharge are mutually exclusive and impossible to achieve.

    To the "cup is full" crowd: I don't care if I have influenced our ignorant veterans on the forums, as long as newer players get a chance to look at the facts and make their own assessment on what best suits them.
  8. Saltyhero13

    mind/time?

    MentalMaden -

    Your argument hinges on the position that Controllers only fill a control/support role. You completely overlook the fact that its one of the most versatile ATs in game. You offer a very myopic view in your “counter point”. You even go as far as dictating a play-style choice disregarding the OP's request.

    The assumption that defense comes at the expense of control/support is false. A good build will balance both (Laev. made a point to caveat this principle). The best builds will diversify bonuses achieving multiple goals by doing so. They are not mutually exclusive goals.

    It's ultimately a players choice on what play-style and build strategies suit them. IOs, proliferation, and Incarnate have opened up the options even more.

    Quote:
    Originally Posted by MentalMaden View Post
    How does soft-capping defense increase "performance"? You get hit less, how does that mean you are performing better as a controller? If neither build dies more than the other (which I contend) how is one outperforming the other?
    I think its pretty safe to assume that by “performance” Laev. means increased survivability. With increased survivability tougher challenges (e.g. larger spawns or higher level foes) can be handled with greater ease. Less time on self preservation.

    Building for defense adds another layer of mitigation beyond what is offered by any native controls/buffs/debuffs the controller has available. You can't tell me all things being relatively equal the controller with controls/buffs/debuffs is better than the controller with controls/buffs/debuffs+defense. You sure can't prove it without getting into outlier scenarios and/or poor builds as examples. Its simply not true. Extra mitigation holds the advantage.

    Even if the two were equal in terms of survivability you are overlooking one major factor with regards to a +defense build strategy; the fact that defense often requires no action. In contrast the non defensive build would have to consume an action and expend endurance to offer similar results. All things being equal the defensive build would only expend endurance to protect itself. This presents opportunity to take an alternate action such as healing/buffing a teammate or debuffing/controlling an opponent.

    Quote:
    Originally Posted by MentalMaden View Post
    Focusing on recharge and end allows you to control/attack more ofter and for a longer duration. That sounds to me like "better controlling". There is no way having more defense makes your controls or debuffs better. The argument that staying alive makes you a better controller is total bunk because those of us on this side of the debate aren't calling for builds where you die a lot. If anything it's to the contrary. I have controllers with no shields and no defense that stay alive just fine and don't sit on the sidelines by any stretch. It's all about understanding aggro.
    Your contrasting statement suggesting that recharge and defense are mutually exclusive is just silly. It may be a more expensive strategy or difficult to execute. Assuming endurance and availability the critical constraints, your build strategy is viable. Regardless it still doesn't change the opportunity factor at all. At greater levels of disparities and larger spawns the flaw of your “better controlling” argument reveals itself: controls and debuffs are diminished in effectivness, or in worst case, points of failure; a layered mitigation approach is more successful at surviving (thus allowing you to protect the team.).
    Layered mitigation is the point of building for defense. Whether or not you want to believe it doesn't change the fact that a dead controller or a controller expending actions, opportunity, and endurance saving its own hide sure ain't saving its teammates.

    People come here to get advice on how to optimize their builds. No one is calling for defense builds that neglect the strengths of the AT either. So what is your point?

    Quote:
    Originally Posted by MentalMaden View Post
    Now before it gets all flamey in here, let me restate what I've said in a lot of threads on this issue. I'm not saying defense/resistance is a bad thing. I just think that it is better suited in a build that stacks with a primary or secondary power i.e. farsight, forcefield, sonic, etc so that you don't have to rely heavily on bonuses that take away from the most important aspects of controlling (recharge and endurance). Because yes there are builds that do sacrifice primary or secondary function for the sake of defense, when smart (and aggressive) play and a good build can replace all that defense. We have the mitigation in our primaries and secondaries!
    ...the first part of this section is about the only portion of your post I could remotely agree with. However all builds make some tradeoffs. Even the recharge builds do so. Its not a factor unique to defense builds.

    Speaking of recharge. I find it interesting you don't talk about recharge's asymptotic nature yet you tout it as an absolute. The closer to ED you are, the less impact more recharge bonuses will have. Recharge builds favor longer cooldowns, each additional bonus is more noticable up and to the point of ED.

    Quote:
    Originally Posted by MentalMaden View Post
    A controllers job isn't to 'not get hit', its to control and use their secondary to keep themselves and their teammates alive and their enemies dead/arrested.
    Wait what? So what effect does imposing control (and certain debuffs) on opponents achieve again? Oh yeah! Keeps me and teammates from getting hit. I believe certain buffs achieve the same effect as well. So what was your point again?

    To the OP I second a defense build strategy and suggest Primal for access to Powerboost. Powerboost + Farsight is awesome sauce. Focus on trying to get Chronoshift close to perma too.
  9. Quote:
    Originally Posted by UnicyclePeon View Post
    Just joshing, Local.

    Lewis
    We will have to chalk it up to the "evil" avatar!
  10. My apologies if this has been posted about here. All credit to Dustified for posting these.

    Original thread revealing several (not all) AT specific IOs.



    5th and 6th Slot bonuses look nice.
  11. Quote:
    Originally Posted by Oedipus_Tex View Post
    I just read this today on the open beta boards and wanted to share in case you haven't seen it:



    Of the various ATs I think this probably affects Controllers the most, because it means APP blasts and AoEs are available somewhat earlier, rather than waiting until 41. Late blooming sets are in less of a position to take advantage of it.

    I believe this also makes it possible to take all 5 APP powers, and to 6 slot more liberally than before.
    Good info. Thanks for posting it.
  12. Quote:
    Originally Posted by BrandX View Post
    Wait a minute!

    It took Regen getting ported to Brutes to get buffed!

    I thought these things worked the other way around!
    You see what happens! Just wait until it gets ported to Tankers!
  13. Quote:
    Originally Posted by Computer View Post
    Silly me, I forgot to say Thank you very much Aett_Thorn!!
    Amen. Thanks for posting this A-T
  14. New info posted by Aett_Thorn here.

    Quote:
    Originally Posted by Aett_Thorn View Post
    Since I'm spreading the Timey goodness around:

    Monday, June 27, 2011
    Time Manipulation!

    Start the DeLoreans, we're going back in time! This all-new powerset will be available for Defenders, Controllers, Corruptors, and Masterminds. I will continue to update this post with real numbers as I get, uh, time...

    View the full post in order to see the list of powers and what they do.


    The powers, in order that they will be available (at the AT-appropriate levels) are:

    Time Crawl
    Ranged Foe, -Speed, -Recharge, -Regen, Special

    You're able to dramatically slow the time around a single enemy, reducing their movement speed and attack rate. Time is slowed to such an extreme that their wounds will take longer to heal, reducing their regeneration rate. Time Crawl applies the Delayed effect on its target. Debuff and control effects from other Time Manipulation powers are increased on affected targets affected by Delayed. Recharge: Long.

    Accuracy: 1
    Range: 80
    Activation time: 1.6 seconds
    Recharge time: 15 seconds
    Endurance cost: 10.4

    Accepts Slow, Endurance Discount, Range, Recharge Time, and Accuracy enhancements.

    Run, Jump, Fly Speed: -75% for 20 seconds
    Recharge Time Strength: -75% * for 20 seconds
    Jump Height Strength: -75% * for 20 seconds
    Max Run Speed: -350% * for 20 seconds [ critters only ]
    Regeneration: -250% * for 20 seconds [ critters only ]
    Regeneration: -432.5% * for 20 seconds [ players only ]
    Grant Power: Temporary_Powers.Temporary_Powers.Time_Crawl_Debuf f for 20 seconds
    ________________________________________

    Temporal Mending
    PBAoE, Ally +Heal, Heal Over Time, +Res(Slow, Regen Debuff)

    You mend the wounds of yourself and nearby allies by placing your bodies in a past or future state where they are far less injured. Temporal Mending will immediately heal its targets and continue to heal them for an equal amount over the next 6 seconds. Additionally, affected allies will gain some resistance to slow effects and regeneration debuffs. Allies affected by the Accelerated effect will receive additional healing from this power. Recharge: Long

    Accuracy: 1
    Radius: 25
    Activation time: 2.03 seconds
    Recharge time: 18 seconds
    Endurance cost: 13

    Accepts Endurance Discount, Recharge Time, and Heal enhancements.

    Healing: 100.397 [ only targets without Temporal_Selection_Buff ]
    Healing: 26.7724 every 1.5 seconds over 6 seconds after a 1 second delay [ only targets without Temporal_Selection_Buff ]
    Healing: 150.595 [ only targets with Temporal_Selection_Buff ]
    Healing: 40.1586 every 1.5 seconds over 6 seconds after a 1 second delay [ only targets with Temporal_Selection_Buff ]
    Run, Fly, Jump Speed Resist: 20% * for 30 seconds, non-resistable
    Recharge Time Resist: 20% * for 30 seconds, non-resistable
    Jump Height Resist: 20% * for 30 seconds, non-resistable
    Regeneration Resist: 43.25% * for 30 seconds, non-resistable
    ________________________________________

    Time's Juncture
    Toggle: PBAoE Foe (-Damage, -Speed, -To Hit)

    You create a time dilation field around you causing enemies who get too close to be slowed to a crawl, their movement speed, damage and chance to hit will be decreased substantially. Enemies affected by Delayed have these affects increased. Recharge: Slow

    Accuracy: 1
    Radius: 25
    Activation time: 0.67 seconds
    Recharge time: 10 seconds
    Endurance cost: 0.1625
    Pulses every: 0.75 seconds

    Accepts Slow, Endurance Discount, Recharge Time, and To Hit enhancements.

    To-hit: -31.25% for 1 second [ only targets without Time_Crawl_Debuff ]
    Run, Jump, Fly Speed: -62.5% for 1 second [ only targets without Time_Crawl_Debuff ]
    Max Run Speed: -350% * for 1 second [ only critters without Time_Crawl_Debuff ]
    Jump Height Strength: -62.5% * for 1 second [ only targets without Time_Crawl_Debuff ]
    Fly: -160% for 1 second [ only targets without Time_Crawl_Debuff ]
    Smashing, Lethal, Toxic, Psionic, Fire, Cold, Energy, Negative Energy Strength: -25% * for 1 second [ only targets without Time_Crawl_Debuff ]
    To-hit: -37.5% for 1 second [ only targets with Time_Crawl_Debuff ]
    Run, Jump, Fly Speed: -75% for 1 second [ only targets with Time_Crawl_Debuff ]
    Max Run Speed: -420% * for 1 second [ only critters with Time_Crawl_Debuff ]
    Jump Height Strength: -75% * for 1 second [ only targets with Time_Crawl_Debuff ]
    Fly: -192% for 1 second [ only targets with Time_Crawl_Debuff ]
    Smashing, Lethal, Toxic, Psionic, Fire, Cold, Energy, Negative Energy Strength: -30% * for 1 second [ only targets with Time_Crawl_Debuff ]
    ________________________________________

    Temporal Selection
    Ally +Damage, +Recharge, +Regeneration

    You distort time around an ally, selecting a period of time where their abilities are at their highest. Their damage, attack rate and regeneration rates are dramatically increased for a brief period. This power places the Temporal Selection mode on the target. While this is in effect, the target has any healing and healing over time effects from Temporal Mending or Chrono Shift significantly increased. Recharge: Very Long

    Accuracy: 1
    Range: 80
    Activation time: 2.27 seconds
    Recharge time: 120 seconds
    Endurance cost: 10.4

    Accepts Endurance Discount, Range, Recharge Time, and Heal enhancements.

    Recharge Time Strength: 30% * for 120 seconds, non-resistable
    Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Strength: 31.25% * for 120 seconds, non-resistable
    Regeneration: 150% for 120 seconds, non-resistable
    Grant Power: Temporary_Powers.Temporary_Powers.Temporal_Selecti on_Buff for 120 seconds
    ________________________________________

    Distortion Field
    Ranged (Location AoE), Foe(-Recharge, -Speed), Chance for Hold

    You can choose an area to slow the flow of time down to a crawl. Enemies who enter the field will have their attack rate and speed slowed dramatically. In addition, affected enemies might become held as they are frozen in time. Targets affected by Time Crawl will have the chance to be held increased. Recharge: Very Long

    Accuracy: 1
    Range: 70
    Activation time: 2.03 seconds
    Recharge time: 60 seconds
    Endurance cost: 14.56

    Accepts Hold Duration, Slow, Endurance Discount, Range, and Recharge Time enhancements.

    Create entity: Pets_DistortionField_Defender for 45 seconds

    Entity: Pets_DistortionField_Defender
    Copies combat mods from creator
    Does not zone with caster
    Powers:
    ResistAll
    ResistAll

    Manifested powers cannot be affected.

    Untouchable: 10000% * on self for 10.25 seconds, non-resistable
    Fly: 10000% * on self for 10.25 seconds, non-resistable

    Distortion Field
    -Speed, -Recharge, Chance for Hold

    All foes that enter the Distortion Field will have both their rate of attack and movement speed reduced.

    Accuracy: 1
    Radius: 20
    Activation time: 0 second
    Recharge time: 0 seconds
    Endurance cost: 0
    Pulses every: 2 seconds

    Accepts Hold Duration and Slow enhancements.

    Run Speed: -113.75% for 2.3 seconds
    Recharge Time Strength: -81.25% * for 2.3 seconds
    Max Run Speed: -350% * for 2.3 seconds [ critters only ]
    Fly Speed: -97.5% for 2.3 seconds
    Jump Height Strength: -113.75% * for 2.25 seconds
    Jump Speed: -113.75% for 2.25 seconds
    Held: Mag 3 for 5.96 seconds after a 0.25 second delay (10% chance) [ only critters without Time_Crawl_Debuff ]
    Held: Mag 3 for 0.3 seconds after a 0.25 second delay (10% chance) [ only players without Time_Crawl_Debuff ]
    Held: Mag 3 for 5.96 seconds after a 0.25 second delay (20% chance) [ only critters with Time_Crawl_Debuff ]
    Held: Mag 3 for 0.3 seconds after a 0.25 second delay (20% chance) [ only players with Time_Crawl_Debuff ]

    ________________________________________

    Time Stop
    Ranged Hold, Foe -Regen, -Heal

    You trap your target within the flow of time causing them to be held helpless. Even those resistant to the effects of Time Stop's hold will still have their regeneration rate and healing effects reduced for a brief period. Targets affected by Time Crawl will suffer from a more powerful hold, however its benefits are brief. Recharge: Long

    Accuracy: 1
    Range: 70
    Activation time: 2.17 seconds
    Recharge time: 16 seconds
    Endurance cost: 8.84

    Accepts Hold Duration, Endurance Discount, Range, Recharge Time, and Accuracy enhancements.

    Held: Mag 3 for 11.92 seconds [ only critters ]
    Held: Mag 3 for 2.98 seconds [ only players ]
    Held: Mag 1 for 5.96 seconds [ only critters with Time_Crawl_Debuff ]
    Held: Mag 1 for 1.49 seconds [ only players with Time_Crawl_Debuff ]
    Healing Strength: -37.25% for 20 seconds [ only critters ]
    Regeneration: -50% * for 20 seconds [ only critters ]
    Regeneration: -500% * for 20 seconds [ only players ]
    ________________________________________

    Farsight
    PBAoE Team, +To-Hit, +Defense(All), +Perception

    You give your allies a brief glimpse of the future and what is to come. This provides you and your team a moderate increase to your chance to hit and defense for a short period of time. Recharge: Very Long

    Accuracy: 1
    Radius: 25
    Activation time: 2.03 seconds
    Recharge time: 360 seconds
    Endurance cost: 15.6

    Accepts Endurance Discount, Recharge Time, To Hit, and Defense enhancements.

    Melee, Ranged, AOE, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic Defense: 12.5% for 120 seconds, non-resistable
    To-hit: 12.5% for 120 seconds, non-resistable
    Perception Radius Resist: 64.875% for 120 seconds, non-resistable
    Perception Radius: 86.5% for 120 seconds, non-resistable
    ________________________________________

    Slowed Response
    Ranged (Targeted AoE), Foe -Defense, -Resistance

    You manipulate time around a targeted foe causing their reflexes to become slowed and sluggish. This causes them to have decreased defense, damage resistance and damage output. A target affected by Time Crawl will suffer from a more powerful effect. Recharge: Very Long

    Accuracy: 1
    Range: 80
    Radius: 25
    Activation time: 2.27 seconds
    Recharge time: 150 seconds
    Endurance cost: 15.6

    Accepts Endurance Discount, Range, Recharge Time, Defense Debuff, and Accuracy enhancements.

    Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Resist: -30% * for 30 seconds [ only targets without Time_Crawl_Debuff ]
    Base Defense: -25% for 30 seconds [ only targets without Time_Crawl_Debuff ]
    Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Resist: -36% * for 30 seconds [ only targets with Time_Crawl_Debuff ]
    Base Defense: -31.25% for 30 seconds [ only targets with Time_Crawl_Debuff ]
    ________________________________________

    Chrono Shift
    PBAoE, Team +Recharge, Moderate Healing over Time

    You cause nearby allies to act more quickly by allowing them to slip through the time stream seamlessly. While this power is active, the flow of time will constantly undo a portion of your allies' wounds causing them to periodically recover health. An ally affected by Temporal Selection will recover additional health from Chrono Shift. Recharge: Very Long

    Accuracy: 1
    Radius: 25
    Activation time: 2.03 seconds
    Recharge time: 300 seconds
    Endurance cost: 20.8

    Accepts Endurance Discount, Recharge Time, and Heal enhancements.

    Healing: 26.7724 every 3 seconds over 30 seconds after a 1 second delay [ only targets without Temporal_Selection_Buff ]
    Healing: 40.1586 every 3 seconds over 30 seconds after a 1 second delay [ only targets with Temporal_Selection_Buff ]
    Recharge Time Strength: 50% * for 90 seconds, non-resistable

    * Numbers are shown for the Defender version of the powerset, other ATs will have reduced values
    The set looks interesting.
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  16. Build looks pretty good except for:
    • Stealth is a waste. I imagine you took it for the bonus.
    • No Hurricane? Optional but worth picking up.
    • No Seismic Smash? I only ask because its one of the reasons people go for Stone Mastery
    YMMV
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    INEMOC 10 - My complaint with Illusion. "I need more control." That's about all it boils down to - Ill/TA.
    I came to the same conclusion after playing every possible combination of Illusion/ as well.

    My first crack at Illusion/ was pairing it with /Sonic for a "Light and Sound" Special Effects Theme. Played it to 50 and deleted it shortly there after. Tried them all. Some to 50. Most to the 30's and 40's.

    Coming from Earth/Storm as my first 50 that level of control was hard to match. I finally gave Illusion/ another chance and paired it with /TA. It synergized so well that it became my main hero for years.

    Its funny how that happens!
  18. First off thanks everyone for the great responses. I appreciate everyone's input.

    Truth be told my OP was a "knee jerk" reaction to Illusion/ not being ported to Dom's this upcoming round of Proliferation 3.0. Pure speculation on my part, but I assumed Illusion/ was not "good enough" for porting as-is, meaning it could be subject to change. If changes were made I wouldn't want them being made and effecting us without some input from the Controller community. Thus my intent for initiating this dialogue without appearing like yet another "nerf herding" post.

    (I know. Lots of what if's. )

    I wanted to share these two great posts by Muon_Neutrino. They were posted over on the Dominator board and seemed relevant to the matter on hand.:

    Post #1

    Post #2
  19. Quote:
    Originally Posted by Comicsluvr View Post
    I only have one Controller of any merit, an Ice/Storm. I also have lowbie Earth/Thermal and Fire/Thermals that I enjoy. However I really want to try Illusion but I can't come up with an idea for a good theme and secondary. I've thrown toons together in the past that were just proof of concept but I always tire of them even if they hit 50. The ones I keep playing are the ones with a good background and theme.

    Any creative help out there? I'm not fussy about Origin type as long as it fits.

    Thanks in advance.
    I think the only limit is imagination when it comes to themes. These are some suggestions but anything goes:

    Ill/TA can fit a trickster theme. /TA leans more to the techno side but both the Vanguard and Rularuu bows both fit a magical theme as well. For the ignition of Oil Slick Arrow I recommend Tech (though I do believe Magic can ignite it as well).

    Ill/Rad can be a manipulation of sub atomic particles including photons that can be shaped into illusions.

    You may want to hold out for /Poison or /Time Manipulation. These may have strong themes tied to a pairing with Illusion/; the former dealing with alchemy and hallucinogenic effects the latter could fit a magical or extra-dimensional theme.
  20. This is a "what if?" mental exercise.

    If you had to tweak Illusion Control for a port to Dominators but doing so would change the set for Controllers as well, what would you change in the set?

    I'm curious as to what players would put on the table for adjustment. Lets hear it!
  21. Saltyhero13

    No Traps :(

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Traps is going to require some sanitation before they port it. I'm pleasantly surprised to get Poison. I was expecting Pain Domination, which is probably the easiest of the remaining ports.
    No more than the sanitation required to port Illusion/ to Dommies.
  22. Saltyhero13

    Returning mm

    Quote:
    Originally Posted by Oni_King View Post
    Hi, ninja/traps planning on coming back. I left during the archetic issue, so I am unsure as to the changes that has happened to masterminds, ie.. improved powerset, change looks of pets , ect. Also with the new expansion, I can change alignment to hero? And do the incarnate enhancements effect pets? Thanks ahead for any info.
    Also worth noting that MMs will get access to /Sonic Resonance and /Time Manipulation (new set) in i21 (end of July unless its delayed). Oh and /Poison is getting looked at for some potential buffs.
  23. Saltyhero13

    No Traps :(

    Quote:
    Originally Posted by Windenergy21 View Post
    Controllers aren't getting traps!!!!?? That's the only proliferation I REALLY wanted
    We'll get it in time.

    During the last USTREAM video Synapse basically said "all sets will be proliferated eventually."

    I'm more excited about what they cook up for Dark Control/ (whenever Dommies get it) which was also mentioned in the video (but not available in i21)
  24. Quote:
    Originally Posted by DarkCurrent View Post
    I don't sport a huge erection for illusion, but if blasters can get the 'low hanging fruit' Dark Manipulation set ported/created and the various other proliferated sets altered to better fit the respective ATs, then some form of illusion could be sent to dominators. And they can get a dark assault set as well. Today. Not post-I21 or whenever the 'good news' is released.

    Some of you may be okay with lacking darkness abilities but I don't think this AT is complete without them. And yes, I would roll another dominator to play something dark/ or /dark. And no, I don't want to wait any longer.

    I hate to pull rank here, but I'm a 7 year veteran and VI-friggin-P and I demand to be treated as such! Where are my dark dominator powers? Why don't I have them yet when my patron does?

    Even controllers got thrown a bone with /poison and that's not even a 'heroic' poweset!

    And blasters... don't get me started. They have the most powersets already and they're getting not one but TWO! WTH.

    PROTEST!!!!!!!!!!!!!
    Controller got two bones...you forgot about /Time Manipulation.

    Nevermind......I see what this is really about!
  25. Quote:
    Originally Posted by DarkCurrent View Post
    I'm launching an official protest of the I21 powerset proliferation. No proliferation and nothing new for dominators coming this year is an outrage. <snipped for brevity>
    Did you watch the Paragon_Live Ustream video today?

    "Post Issue 21 there will be some Dominator love." - Synapse @16Min mark

    ....and more hints of more Dommie love @28Mins 45 Secs (maybe Dark/Dark Dommie??? Synapse hints that they would love to see it.)