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Posts
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Hello. This is but the beginning of an idea, one that would require a bit of coordination for a good many players. But here goes.
Issue 17 put into place 20 new accolades, 13 blue, 7 red, for exploring the city. They were fun to get for the first time, but it got a bit tedious for an altoholic such as I to grab them all, again and again on differing characters. Each one gives 5 merits and 8 badges, so it's still very worthwhile.
This got me thinking. If we had one tp'er at each of the 8 points, we could have them grab 7 people, drop them, and the next person at the next point could then join the 7 person team, teleport, and so on. A full team could go through a zone seamlessly in this way, swapping one slot to the next teleporter. The end result? Blueside we can earn 117 badges and 65 merits for the participating alts, and 63 badges/ 35 merits redside. Getting in smoothed out, we could get any number of teams in rotation, making it easy for everyone.
I'm thinking to make it smoothest we would have 9 people to teleport: 1 per location, one at the next zone entry. If any SG's need a teleport beacon, this is a good way to get those as well. Once the first badge tp'er had gotten however number of participants through, they could then go to the first location in the next zone. We could also do the blueside hazard zones; but I'd steer clear of the PvP zones, just to avoid any unnecessary conflicts.
With GR around the corner, this could be expanded to include cross-faction visitors, which could grant a whopping 180 badges, 100 merits. (provided they hadn't been found before.)
As we do this, it might be nice for those aboard to share zone tips. (X near here is a good day job spot you may not have seen, Y is a good shortcut to Zone B, the base/ouro portal are good for getting you to such-and such, hidden contact is over yonder, and so on.) If there are other local badges/monsters, coordinating to get those badges would sweeten this further.
While I don't have a blueside teleporter, I do have a redside one. (Though greyside after GR.) It would also help if there were 50's/highbies leading teams/teleporting to SSK any lower level participants out of danger in higher zones. If there aren't that many who'd be interested in this, then I'll let this slide. T'was just an idea. Who'd be up for it?
(...And yes, I'm aware that this is a very taxibot thing to do, I'm just not sure if they're doing anything around here anymore, and doing this with as many people as possible would make it more worth the time/trouble.) -
Quote:Huh. That's odd. I know the terror counts as 'you,' so that would cause aggro for sure. but other times I've sat back with superior invis on, and after the tank ran in and got swamped, a minion or two would run out and hit my team mates who hadn't started, sometimes even me in invis. The same thing for a good buddy on his /dark stalker. In full hide, he'd get enemies that ran up and smacked him even before he got his opening assassin strike in...after the rest of the team was involved, of course. I assumed,as such, that the foes were going off the team list, starting with those who hit them/was the highest threat, then going down. I'd read this was the case some time ago, and these instances made me think it true. If it isn't I'm stumped.It is my understanding that the NPCs have a type of 'hit-list' if you will. Even if a player has 17 NPCs after him/her (those 17 NPCs have that player at the top of their hit-list) the other agroed NPCs, who now have no one to attack, don't suddenly put an invisible player (someone who has not generated any threat/attention) on their hit-list.
Anecdote:
I often farm in a duo where one character is an invisible buffer. Even when my partner gets more-than-cap agro, I never get attacked.
But hey, I've been wrong a good many times before, and am not ashamed to be proven such here. It just means I'll 'get' the game a bit better. -
I've noticed it on larger teams, I assume it's when the first player hits their aggro cap.
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On my /sonic corr, I've found myself able to keep people healthy-ish...it's a fine set, and a toggle bubble that gives mez protection can't be emphasized enough.
The only thinks I'd do: reduce disruption's cost. it needs three -end to run okay with a three slotted stamina, and even then it's prohibitive. If sonic was meant to supply -res to a team, this is the biggest, most continuous way most of the time. Yet it's treated like it should be a situational toggle.
The sonic siphon -/+res idea is great..the power is pretty 'meh.' It works well, but the non-stacking nature works against its best use: softening hard targets.
Sonic repulsion: if this was altered to cost less and be KD, it would be a great coupled with disruption. Right now it's very costly and difficult to use well. -
Drain psyche gives you better than stamina +recovery per target, and comes for free, so for a /psy the fitness pool is optional. Between drain psyche and domination, you have to very good end management powers. Rather than hover, just buy a jetpack in grandville near the trainer at the zone entry plaza. It's fast enough, and just FYI hover is not fast enough to travel across any zone reasonably well. Acrobatics is a kb/ minor hold resistance power that is overshadowed by domination and/or a -kb io. (The IO's are readily accessible via doing AE missions then cashing in tickets for the level 10-15 bronze recipe rewards.)
On a personal note, I enjoy levitate for its soft control, and it adds some smashing damage to be used vs. robots. They scoff at all the psy damage, so having varied damage helps. -
Quote:Forgive me, but disagreement≠misconception, thank you. Try this: one person runs into a group, aggroes them. the rest of the team is invisible, and hangs back. The mob will not just focus on that dude...some will peal off and run to the invisible folk, targeting them. Aggro is shared on teams, regardless of visibility. This is a pet peeve for stalkers especially, but I've seen it on my illusion controller in superior invis as well. The upside for doms is that you are given a toggle-1 threat, so you're less of a threat than the team. Thus it's a misdirection in a way. Group invis takes away threat rating from the whole team, making you on-par with them, thus not comparatively less of a threat.Well you certainly seem to know what you are talking about so far be it for me to correct so much misinformation but here goes...
GI is not FAR less potent than SI. For the purposes of providing invisibility against mobs they are identical. Identical as in they both provide full invisibility. SI would provide invisibility in situations where something is reducing your stealth radius, but that never happens as far as I know in pve.
Additionally GI costs about 1/20th the endurance of SI. GI's threat reduction also doesn't suppress when attacked, which SI's does.
Like I said in a previous post: SI is actually the redundant power not GI and GI is actually the better of the two powers in almost all situations. However, SI is a signature power and not going anywhere.
Haha no. Maybe you should try out GI (or SI) sometime. The things you can do with it might just astound you based on your misconceptions.
This is besides the fact that SI is never out of stealth, unless clicking a glowie. so if you attack on mob, the next won't notice as easily. Group invis lacks unsupressed stealth when attacking. -
Quote:I'm not asking for a PA nerf, so please look past that. I'm trying to get the people looking toward specifically one build setup to take a step back and look at the broader picture. But if all you can do is bristle and shout "NO TOUCHIE!" than the point went over your head.PA is a large part of the control matrix of Illusion. Would you still play fire control if Flashfire had a locked recharge?
It's an irrelevant question because even though I think Castle makes some nonsensical decisions he wouldn't make that decision.
Illusion is designed and balanced around SO's. Not every controller has a secondary that has ways of "softening up mobs". I can assure you that Illusion is a strong enough primary to solo most content on its own. It will be no different for a dominator in that regard.
I'm sure you are trying to make a point here, but it just isn't coming across. Not every power in every set has to work harmoniously. How well do grav powers work with dimension shift? How's the knockdown of earthquake work when I cast stone cages on top? Redundancy and/or conflict of powers certainly isn't unique to Illusion and it isn't even much of an issue for the set compared some others.
You DO have other things that will stop groups from attacking the dom. Confuse, PA, Phantasm+decoy, reduced threat modifier, flash and mitigation through foe defeat.
I get that you want more but it is unwarranted. Though if your premise is to nerf PA then ya I could see wanting and even needing more.
Anyway, Spec Terror is very good. It blows terrify out of the water and most people admit that terrify is the go to control for mind vs most spawns. Not only is spec terror capable of mezzing bosses (thus no need to be affected by domination really) it can also floor the tohit chance of a single tough entity and/or greatly reduce the tohit chance of an entire spawn.
You really don't need more control than spec terror offers in most team situations and when you do you still have confuse, PA, Phantasm+decoy, blind and flash to supplement as needed. It's not earth control in its ability to lock down 4 full spawns at once, but it doesn't need to be.
Gravity heavily relies on one aoe mez for the majority of its team mitigation. Wormhole in all its greatness is not any better than spec terror. Also last time I talked to singularity it told me it has wet dreams about phantasm+decoy and PA and what they do.
Mind also relies heavily on one aoe control: terrify. Or at least it does if we are sticking by your "non-uber recharge" parameters. Mass hyp tends to be verging on useless in most team scenarios and spec terror is considerably better than terrify in every way. If a low recharge mind dom provides enough control for a team than a low recharge illusion dom will similarly have no issues.
A great counter to bring up would be that mass hyp is awesome at preventing over agro of nearby spawns. Yep it is. You want to know what is even better at it? Group Invis. I kid you not.
I'm not sure if you are expecting doms to be the be-all-to-end-all in terms of control, but almost all non-perma doms let significant amounts of damage/agro slip through onto the team. They are designed to.
Spec Wounds will do:
86.6 damage
-33.8 damage after 10 sec delay
Comparatively:
lift/levitate
=69.7 damage
propel
=103.5 damage
It would certainly be decent provided you kill the target quickly (just like it is for trollers), but I wouldn't use the descriptor "brutal" myself and I see no reason for it requiring an sort of reduction.
Anyway, you shouldn't be so worried about how a low recharge Illusion dom will fair because they will be fine. You should be worried that a high recharge Illusion dom won't hold a candle to most other doms in terms of team control. It will however make up for that shortcoming with other strengths.
My point for group invis/suprior invis as compared to a spirit tree was this: you said that doms get team buffs, like spirit tree. As such, getting group invis is fine. It's a false comparison, as spirit tree is NOT specifically a group buff, but rather an AoE +regen. It can just be for you, it can be for team mates. Well, so can group invis...but the fact is that the dom gets an identical but better toggle in superior invis, which makes group invis FAR less potent to them. Hence my comments about targeting this for replacement, to add a personal AoE soft control.
I'd personally put in an AoE sleep. I know many find them 'useless' but they have two big draws for a dom: solo, they make stuff stop until you target them, and on teams, they can often change aggro direction you sleep them, and don't touch them. somebody wakes them with an attack...it's that somebody that often then has their ire, not you.
Oh, and group invis has nothing on mass hypnosis. Once one team memeber is aggroed, your entire team is too, due to aggro sharing rules. Mass hypnosis? Snoozin.' Plus attacking 'reveals' invis characters. -
Quote:The reason I asked about the non-rechargable PA is simply this: I get the feeling a lot of those hoping for illusion/ doms are doing so from the set assumption of crazy +recharge permadom IO builds. (Same as their crazy +recharge perma-PA controllers.) While crazy powerful, I'm trying to look at this from a more common standpoint: what does it work like outside of said setups? "I want perma-PA, oh yeah, and maybe that set that comes with it!" seems like a narrow a focus. Outside of that setup, does it still hold up for doms, or would it need changes? Because I assure you that in their considerations, the devs aren't starting there.Is your question: would you still play a set if one or more of the powers was randomly and arbitrarily changed for no reason? The only answer is - maybe.
Would I specifically still play Illusion if you massively nerfed PA so it was only as good as it currently is with SO's?...probably not unless other stuff was improved considerably.
Group invis easily fits into the same family as spirit tree. Spirit Tree was specifically designed for use on doms as plant was originally designed for them.
Spectral Terror.
If gravity and mind are acceptable team dominators from a control perspective then illusion will be fine.
Well mind and grav retained their direct attacks. Spec wounds is a better attack than any of theirs.
Group invis is a great power and fits into the spirit tree family of group buffs. While rare for dominators to have there is precedent.
Sup invis is the only odd duck, but it is actually just as redundant on illusion controllers as well. It is however a signature power of illusion, so likely isn't going anywhere.
There is no compelling reason to alter PA. Even if there is, it wasn't presented. Just stating "would you still play x" is not a compelling reason.
As to the group invis/spirit tree: what if plant had a personal +regen, AND spirit tree, but they did not stack? Oh, and the personal +regen was a lot more potent...this is where illusion/ stands. Spirit tree is useful solo. Group invis+superior invis solo? Not worth it in almost any circumstance.
Spectral terror is handy, and is the standby use-every spawn power, but I'd just like something besides that would reliably stop groups of stuff from attacking the dom. Controllers benefit from secondaries that dull enemy offense, deflect/reduce damage, and/or heal it away. Doms not so much.
As to comparing illusion/ to gravity, not quite there. My point was that illusion offered uneven (and sometimes thin) protection in theory to doms. Your response was to compare it to....gravity? It's an oddball, but it still can sling out 3 AoE controls, two faster recharging, and has the highest mitigation, toughest permsnent pet in-game for controls. Illusion/ and Mind/ are so vastly different I'm kinda left scratching my head. It's about as different as you can get. It's like comparing trick arrow to empathy.
*edit* and oh yeah...superior invisibility has to stay. Illusion/ is all about misdirection, which doesn't work if you're obvious and revealed. Spectral wounds would be so brutal on dominator modifiers that I'm guessing they'd tone it down...all the same, it should stay as it's the "control through making them believe they're dying" power. -
Quote:Oooh, I didn't realize enhancements stopped working when exemplared.
No wonder I suck so much when I'm temporarily lower-level. I guess it's made up for a little bit by having an extra power or two.
Enhancements don't stop working, with the rare exception of enhancement global bonus things like luck of the gambler: +recharge. They may lose value when going way down, and you will lose bonuses. (unless they are purple.)
Stealth io's function at any level, so long as you can access the power they are in to activate the effect. The only plus with lower level +stealth io's is that they can be used earlier in your character's career. -
The question I'd pose is this...if phantom army's recharge were halved, but rendered immune to recharge buffs, would those wishing for the set still want it?
I ask because I'm guessing there's a bit of a disconnect....balanced by the assumption they'd get Phantom army out pretty often using +recharge bonuses, illusion is pretty extremely cool. Heck, my illusion controller went that route and she rocks the house.
But if you assume no external recharge, an illusion dom become a bit more hit and miss. Solo it would still be good. Decieve, blind, spectral wounds, and superior invisibility would make an odd sort of 'stalker dom.' High damage, with more ST control. Spectral terror is good for soft control, but fears are best when layered with other control. They work (especially on teams) more like an impermanent immobilize with a heavy -recharge, as they guarantee the foe can only do one attack every other 5-10 seconds. This is where things get trickier for the dom...the dom can then get attacked, but usually doesn't have a native healing ability. (Besides /psi.) Flash is there, but a PbAoE with its long recharge/short duration isn't fast enough for a larger group standby power. Phantom Army on base recharge is good, but it's not there reliably; and when the phantoms disappear, it leaves the dom in a tricky spot. Phantasm helps with its distraction, but is not actually that tough. The dom has no way of boosting its longevity. As such, if the dom gets it to take all of her/his damage, it'll go down pretty fast.
Group invisibility is left out, as with superior invis it's only worth is as an ally buff...which seems very out of place on a dom.
I enjoy illusion, but It would be a very uneven SO dom control build. Still good? Yes. But its 'every mob' control powers are rather limited, and only three powers from the entire set could be influenced by the archetype inherent ability. I really don't see why on an SO presumption some are slavering over it for doms.
Now if they gave a reliable AoE group sleep/stun/confuse in the place of group invis, I could get behind it. (Sleep seems the most obvious pick here.) But as it stands, the set just seems really low on "stop attacking me!" oomph. -
Sorry for the last minute, but RL duties have come up.
best of luck!
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Here was the build I use; I left notes at the end. Sorry if it's long, but I wanted for you to see the components you can use.
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
: Level 50 Natural Dominator
Primary Power Set: Mind Control
Secondary Power Set: Psionic Assault
Power Pool: Concealment
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Mesmerize- (A) Call of the Sandman - Accuracy/Recharge: Level 32
- (9) Call of the Sandman - Accuracy/Sleep/Recharge: Level 32
- (34) Call of the Sandman - Accuracy/Endurance: Level 32
- (42) Call of the Sandman - Sleep/Range: Level 32
- (43) Call of the Sandman - Endurance/Sleep: Level 32
- (A) Decimation - Accuracy/Damage: Level 32
- (3) Decimation - Accuracy/Damage/Recharge: Level 32
- (17) Decimation - Damage/Recharge: Level 32
- (34) Decimation - Damage/Endurance: Level 32
- (36) Decimation - Accuracy/Endurance/Recharge: Level 32
- (A) Unbreakable Constraint - Hold: Level 50
- (3) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
- (5) Unbreakable Constraint - Hold/Recharge: Level 50
- (7) Unbreakable Constraint - Accuracy/Recharge: Level 50
- (9) Unbreakable Constraint - Endurance/Hold: Level 50
- (A) Crushing Impact - Accuracy/Damage: Level 32
- (5) Crushing Impact - Accuracy/Damage/Recharge: Level 32
- (13) Crushing Impact - Damage/Endurance/Recharge: Level 32
- (13) Crushing Impact - Damage/Recharge: Level 32
- (15) Crushing Impact - Accuracy/Damage/Endurance: Level 32
- (A) Malaise's Illusions - Accuracy/Recharge: Level 32
- (7) Malaise's Illusions - Accuracy/Confused/Recharge: Level 32
- (11) Malaise's Illusions - Accuracy/Endurance: Level 32
- (15) Malaise's Illusions - Confused/Range: Level 32
- (31) Malaise's Illusions - Endurance/Confused: Level 32
- (34) Coercive Persuasion - Contagious Confusion: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) Fortunata Hypnosis - Sleep: Level 50
- (11) Fortunata Hypnosis - Accuracy/Sleep/Recharge: Level 50
- (17) Fortunata Hypnosis - Accuracy/Recharge: Level 50
- (31) Fortunata Hypnosis - Sleep/Recharge: Level 50
- (43) Fortunata Hypnosis - Sleep/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 25
- (A) Freebird - +Stealth: Level 32
- (A) HamiO:Nucleolus Exposure
- (46) Thunderstrike - Damage/Recharge: Level 50
- (50) Thunderstrike - Damage/Endurance: Level 50
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
- (19) Basilisk's Gaze - Accuracy/Hold: Level 30
- (19) Basilisk's Gaze - Accuracy/Recharge: Level 30
- (29) Basilisk's Gaze - Recharge/Hold: Level 30
- (A) Accuracy IO: Level 50
- (21) Doctored Wounds - Heal/Recharge: Level 32
- (21) Doctored Wounds - Recharge: Level 32
- (23) Doctored Wounds - Endurance/Recharge: Level 32
- (23) Doctored Wounds - Heal: Level 32
- (25) Doctored Wounds - Heal/Endurance/Recharge: Level 32
- (A) Winter's Gift - Slow Resistance (20%): Level 32
- (A) Positron's Blast - Accuracy/Damage: Level 32
- (25) Positron's Blast - Accuracy/Damage/Endurance: Level 32
- (27) Positron's Blast - Damage/Recharge: Level 32
- (36) Positron's Blast - Damage/Endurance: Level 32
- (36) Positron's Blast - Damage/Range: Level 32
- (A) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 32
- (27) Glimpse of the Abyss - Accuracy/Recharge: Level 32
- (37) Glimpse of the Abyss - Endurance/Fear: Level 32
- (40) Glimpse of the Abyss - Fear/Range: Level 32
- (40) Glimpse of the Abyss - Accuracy/Endurance: Level 32
- (A) Apocalypse - Accuracy/Damage/Recharge: Level 50
- (29) Apocalypse - Damage: Level 50
- (31) Apocalypse - Accuracy/Recharge: Level 50
- (42) Apocalypse - Damage/Recharge: Level 50
- (45) Apocalypse - Damage/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (46) Recharge Reduction IO: Level 50
- (46) Recharge Reduction IO: Level 50
- (A) Coercive Persuasion - Accuracy/Confused/Recharge: Level 50
- (33) Coercive Persuasion - Accuracy/Recharge: Level 50
- (33) Coercive Persuasion - Confused: Level 50
- (33) Coercive Persuasion - Confused/Recharge: Level 50
- (50) Coercive Persuasion - Confused/Endurance: Level 50
- (A) Sting of the Manticore - Accuracy/Damage: Level 35
- (37) Sting of the Manticore - Damage/Endurance/Recharge: Level 35
- (37) Sting of the Manticore - Damage/Interrupt/Recharge: Level 35
- (42) Sting of the Manticore - Damage/Endurance: Level 35
- (43) Sting of the Manticore - Accuracy/Interrupt/Range: Level 35
- (A) Obliteration - Accuracy/Recharge: Level 32
- (39) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 32
- (39) Obliteration - Damage: Level 32
- (39) Obliteration - Damage/Recharge: Level 32
- (40) Obliteration - Accuracy/Damage/Recharge: Level 32
- (A) HamiO:Ribosome Exposure
- (A) Armageddon - Accuracy/Damage/Recharge: Level 50
- (45) Armageddon - Accuracy/Recharge: Level 50
- (45) Recharge Reduction IO: Level 50
- (A) Ragnarok - Damage: Level 50
- (48) Ragnarok - Damage/Recharge: Level 50
- (48) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (48) Ragnarok - Accuracy/Recharge: Level 50
- (50) Ragnarok - Damage/Endurance: Level 50
- (A) Endurance Reduction IO: Level 50
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 0: Ninja Run
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Set Bonus Totals:- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 3.44% Defense(Energy)
- 3.44% Defense(Negative)
- 3.13% Defense(Ranged)
- 4.5% Max End
- 4% Enhancement(Heal)
- 2.75% Enhancement(Terrorized)
- 5% Enhancement(Sleep)
- 6.5% Enhancement(Confused)
- 79% Enhancement(Accuracy)
- 126.3% Enhancement(RechargeTime)
- 91.6 HP (9%) HitPoints
- MezResist(Immobilize) 4.95%
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 29% (0.48 End/sec) Recovery
- 28% (1.19 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 10.4% Resistance(Fire)
- 10.4% Resistance(Cold)
Set Bonuses:
Call of the Sandman
(Mesmerize)- 5% Enhancement(Sleep)
- 19.1 HP (1.88%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Psionic Dart)- MezResist(Immobilize) 2.75%
- 11.4 HP (1.13%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Dominate)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Mind Probe)- MezResist(Immobilize) 2.2%
- 11.4 HP (1.13%) HitPoints
- 7% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Confuse)- 2.5% (0.04 End/sec) Recovery
- 2.5% Enhancement(Confused)
- 2.5% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
(Stealth)- 7.5% Enhancement(RechargeTime)
(Mass Hypnosis)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Hover)- 7.5% Enhancement(RechargeTime)
(Levitate)- 2% (0.03 End/sec) Recovery
(Total Domination)- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Drain Psyche)- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Recall Friend)- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Psychic Scream)- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Terrify)- 2.75% Enhancement(Terrorized)
- 19.1 HP (1.88%) HitPoints
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Subdue)- 16% (0.68 HP/sec) Regeneration
- 30.5 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Mass Confusion)- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Psionic Lance)- 12% (0.51 HP/sec) Regeneration
- 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)
- 3% DamageBuff(All)
- 7.5% Enhancement(RechargeTime)
(Psychic Shockwave)- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Soul Drain)- 4% (0.07 End/sec) Recovery
(Dark Obliteration)- 4% (0.07 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
.............................................
Notes on the build: I use the flying stealth IO/stealth combo readily. Others may not like the flight concept, but fully invisible flight means that positioning is never a problem, and invisibility is wonderful with mind/. both confuses and mass hypnosis do not suppress your invisibility, or reveal you. It also lets you a bit closer to the phalanx.
The above is a exemp-friendly take, as it's got its max recharge/perma-dom at level 27 and on. The build is also capable of permanent AV control using confuse and holds. This takes a lot of layering, though, so it's very hard to any damage, you're controlling so continuously. The teleport is great for any SF, and it's the best stealther in the game. Anything the build can't sneak past can be confused/slept.
Also: this character was made as soon as CoV launched, and has been played regularly since, alongside other villains alts. Every bit of their resources were drained for the above. It's been great fun to play with, and is worth every cent of infamy, but it'll take a LOT of resources. Oh, and bid ahead. Patience means paying waaay less.
To simplify the slotting, here's the breakdown:
5 purple sets max the +10% bonuses. (I used ST range, Targeted AoE, hold, sleep, confuse.) I would definetly get the confuse/sleeps. There are also PbAoE sets and melee sets you could use.
posi, glimpse, malaise, decimation, and call of the sandman max the 6.25% bonuses. You can also use more posi's/decimations, but my build happened to use other sets.
I was able to fit 2 luck of the gambler +recharges. It's possible to fit more, but I like the recharge as-is.
I used obliteration, doctored wounds, and crushing impact for +5% recharge bonuses. You could also use another crushing in TK thrust, or unspeakable terror for terrify.
I can't guarantee you the above build will beas fun for you as it is for me. It 's actually better to just go for +recharge bonuses in the powers you like, and go from there.
Here's a list of all the inventions that boost your recharge:
http://paragonwiki.com/wiki/Category:Sets_that_improve_Recharge -
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Bots, as you mention, do indeed take good smashing damage while resisting lethal heavily. Zombies I think are the same, in reverse.
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I think Crazyfist nailed it. It's funny, though, the range I'd put on the divides. All the boss pets are pretty proficient, but there are some minions/lieuts than are significantly less handy.
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It helps, but isn't needed. Truth is, sleeps well slotted are going to do the trick. Power boost is gravy. I have a mind/psi build at home I might get out, but it's about as overkill/expensive as you can get. Truth is, it's just about getting good recharge for domination and accuracy for hitting. The purple sleep set in mass hypnosis is actually pretty affordable, comparatively. Mesmerize is good, but will send things your way...as such, it's better reserved if a straggler breaks free. You use it, the phalanx will be dreaming about punching you in the face.
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That's a pretty good list, but I have to differ on the above. My first controller, who becoame my first level 50 hero, was illusion. It's a great set, but entirely single target. It's excellent at eliminating single foes, but it has a grand total of three AoE abilities, two are held by pets, and only one does damage. (Phantasm's cone) High damage, nada on the AoE front. (Though the pets can split up to take one multiple foes.)
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The whole "no incarnates with 'Going Rogue's release" thing is less problematic to me, as it still seems to be something they're limiting to that consumer portion, just later.
What weirds me out is the times again and again where the devs misread the game. I mean c'mon, we talk on their forums, and have played their game for a good many years. It should be pretty obvious what players do. It's a digital world, so peaking around isn't hard either. ...And yet you have things like this happen, where you could instead of scrapping many man hours, you could just as easily have pitched/quizzed/discussed with readily accessible users and get feedback before going to code.
Have 'em sign an NDA, then put out your design ideas, and ask the player "what do you like" "If this were in place, what would you do?" Obviously you'd have to test it afterwards, but if the feedback were unified enough, you have a good idea of where people would be at. -
The 'shut it off so the hostage can do what they need' argument I get. The lag one? That's touchy. People assume that when they get into the game and have no issues, others would not either. People just have trouble thinking that others might have experiences differing from their own.
That said? The game is built around powers that can and will effect you, even if you don't have them. Expecting people to only use their powers that the game gave them in certain ways is also from a limited perspective. If I play a person that shields people with forcefields, it's natural to try to be 'helpful' by doing those. Also, just as a bored player will knock off grey NPC's with their blasts as they pass, it's pretty common for a buffer to use their buffs in passing.
They can be a twit by doing something after you ask them not to, and you can be a twit by yelling at them for doing something they didn't mean in a bad way. In a mission, I expect every player to use every power they can to help the team reach its objective well...if the team has an aesthetic problem with a player's character and their powers, and tell them not to do stuff just for that cause, I daresay they are a twit. -
Yeah, if you want the 'best' AoE, for mowing down large groups, Ranged>Melee, just because most ranged AoE's can (a) be fired faster, and (b) hit a wider swath of targets. This is purely on the 'hit as many things as possible' scale. Blasters have an extra boost here as they have high damage, many sets have a good range of AoE's, and they can hit 16 rather than 10 targets with some powers.
Some other archetypes, however, can compete with other means. The infamous Fire/kin is a low-ish damage archetype, but has the ability to boost its damage to the cap. Crab soldiers can apply stacks of +damage from assaults as well as -resistance from venom grenade to be doing more damage after a continuous damage boost.
Where things get muddy is the fact that things often hit back: if you walk into a room throwing fire everywhere, things get unhappy and retaliate. This is why most assume by 'best AoE' you mean big blast firepower with toughness too. For lots of AoE+toughness, it goes to mitigation-heavier archetypes. AoE melee sets, crabs, some controllers, and some corruptors fall into this category. -
Stun vs. KU/KD...
Stuns
you can layer stuns, to give increased time mitigated. This means, though, that the initial stun isn't as strong if used vs. hard targets. While stunned foes wander, they stay stunned longer. This is handy for attack prevention. <looks at problem targets like sappers/teleporters, etc.>
Stunning a target also turns off their annoying toggles. CoT -tohit toggles, sorcerer hurricanes, etc. are some examples.
As stunning is calculated as a longer/stronger effect, the endurance is always higher.
KU/KD
These are immediate, even on bosses. You can juggle if timed well. Foes don't leave your reach as much. If you KU/KD a foe beforehand, they can't activate powers. Unfortunately, this is a timing thing. they can release a power they started to activate if you're too late. If you get the jump on a foe, you have a good chance of keeping them from doing something bad if your first strike knocks them around. Some enemies are knock resistant...and some, like clocks and underlings, are hyper-sensitive to it. (Getting knocked back.) -
Minimize/maximize....usual minimization is of build weaknesses, costs, downsides, etc. I there's a hole, fill it. If there's a weakness, make it as small as possible. Maximize strengths, usualyl damage/recharge/defense etc. around here.
Usually it's said in reference to those who put a huge preference upon performance, even when it may not work for a character's concept.
Sometimes it's used in a derogitory way by roleplaying focused players, for the latter reason. -
-Defense is also nice for a team with lower members supersidekicked: (especially if they're lowbies) they may or may not not have good enhancements yet, and enemies will con higher to them than to you. When you hit them an enemy with -defense, you probably will be giving a better debuff than the lower team member, so they receive a great chance of hitting.
It's also nice to have when you have a slow-recharging, heavy hitting or high-utility power that you think really must hit. The random numbers are fickle, and can roll a miss at the worst of times. As such, putting some -defense does just that little bit more to rig the dice.