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Posts
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Joined
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Quote:I agree. I have to note, however, that the character was created before Variable Power Pools (which I regarded as cheating). Even so, I'm not sure a system couldn't be devised that used somethign similar to what Champions had. Again, though, that's a topic for a different thread.Most mystic masters in Champions pnp used variable power pools for the "whatever i can think of" magic, and only used multipowers for much higher-powered, commonly used bread and butter offense, defense and utility spells. In fact i believe it was the Mystic Masters supplement that gave some of the best examples of this, including using variable power pools to add naked advantages (if i recall the terminology) to the multipower slots with GM permission. Actually, the lack of a GM being able to make judgment calls for every player's character design and use of their powers is one of the reasons an open character/power design system like the Hero System is not feasible in current MMO's. You'd need something that approached real AI to referee each player, something not currently possible.
Anyway, moving on... -
Quote:I'm not sure why that would be a negative thing, but at least you bring it up publicly so it could be discussed.This line alone may be part of the negative rep you've received in this thread. It's the reason I avoided commenting before now in the first place. To those that also played the Pen and Paper version of Champions, it's a laughable sentence. There ya go, up front, no rep involved.
As for it, the point was that he was a wizard and capable of many things, just not all at once. The Multipower fit that well.
Anyhoo, wandering off topic... -
Quote:Noted, though as the team build will likely include all three debuffs, I could always switch to that build as required (since it would be situational).FWIW, LR also does a -recharge debuff of 75% for 30 seconds. That's a really significant reduction of incoming damage. And the -regen helps whittle down any of the harder targets you may encounter, especially bosses with high smashing resists.
Just something to consider... -
For my part, I've just started playing a Brute (Mace/Elec) and I'm having a hard time understanding why Electric Armor was considered so strong. Maybe I'm too used to Tankers, but my Scrapper doesn't seem to have as much trouble as my Brute does. Werewolves are doing enough damage to defeat me in three hits (at L10), so I'm left to wonder what I'm missing.
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Quote:I do get positive rep, but I try not to comment on it, as it would seem self-serving. I would even be happy to get negative rep if it were somehow constructive, but most of the time it's just insults or stupidity designed to frustrate or cheap shots. That's why I turned it off.Don't you ever get any positive rep?
Edit: i also don't understand why you're "being forced to put up with it". i personally rarely look at the rep comments, and then only when the whim strikes me, so i have no idea why you feel forced to do so.
(Of course the natural human urge is to rebut or counter negatives and accept positives as normal; and positive rep doesn't require leaving a comment, so it's more likely to be left blank when positive....)
Moving on... i hope you stripped out immobilize enhancers in your new build. No immobilize power really needs them to be effective or for stacking IMO. Those that can easily ignore most immobs are better hit with holds anyway. Stamine is great for turning more arduous combinations of sets into fun builds.
It seems to me that if someone has a criticism or compliment, they should have the common courtesy to express it publicly so it will be clear whether they're being an ***. As I say, if the rep system would just turn off, I'd not have to post on this subject.
Yes, I took the immob enhancers out. Those powers seem better suited to doing damage, so I went that route. -
Quote:And I'll continue to do so as long as certain childish dickwads feel they can get their little boost of anonymous self-esteem at my expense. As I said, I turned off rep so I wouldn't have to put up with it.
It's double dumb to call out negative reppers twice.
Since I'm being forced to put up with it, I will use the only means of responding I have available to me.
(And this required yet another negative point, illustrating again how ridiculous the rep system is) -
Well, I've decided to stick with the Controller. Two things have happened that have influenced me. First, I took the excellent advice of the people here, and added Radiation Infection. Second, I got to L20 and Stamina. My, what a difference.
Now, as I proceed into the real life of the character (L20-40), I wonder why Enervating Field is considered so valuable? It reduces enemy damage, which is already mitigated by Radiation Infection, and it reduces Resistance. Is this latter half really so valuable?
Lingering Radiation is one I'll probably leave out of the solo build, though I can see it being useful in teams, since that's really the only time I'd be facing foes with high regeneration (AVs, GMs). Does this sound reasonable?
Again, thanks to all! -
Quote:And another anonymous negative rep and comment. The point is that I shouldn't HAVE to call them out. I turned the damn thing off, and I continue to be berated by people who love to get their anonymous thrills by ragging on me. Well, I've decided that unless I get a negative comment that's got a point, I'll respond the only way that's open to me.
It's dumb to call out negative reppers.
Now, back to the thread. -
Quote:You know, I can't understand why the snide comment (anonymous of course) and negative rep was necessary. All I did was ask for advice from people who have played Controllers more than I have. Grow the hell up, whoever you are.
LOL. Still haven't figured out how to build a non-gimped toon? -
I neglected to mention, I did originally take the Propel power, but found the Blackwand a superior alternative. It's not as accurate, but it's quicker and actually does more damage (unslotted, at least). As a bonus, it has a -tohit element.
I looked at getting that "holy trinity" of powers, but I'm not sure I can stand the endurance costs.
I've done the respec, and I'll tinker with the build in Mids some more. -
Here's the revision, any reviews?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Doctor Solomon: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Crush -- EndRdx-I(A), Acc-I(3), Dmg-I(3), Dmg-I(5), Dmg-I(5), Range-I(43)
Level 1: Radiant Aura -- RechRdx-I(A), RechRdx-I(7), EndRdx-I(7), Heal-I(9), Heal-I(46), Heal-I(46)
Level 2: Gravity Distortion -- EndRdx-I(A), Acc-I(9), Dmg-I(11), Dmg-I(11), Dmg-I(13), Range-I(45)
Level 4: Accelerate Metabolism -- RechRdx-I(A), EndMod-I(13), EndMod-I(15), EndMod-I(15)
Level 6: Radiation Infection -- EndRdx-I(A), DefDeb-I(17), DefDeb-I(17), ToHitDeb-I(19), ToHitDeb-I(19), ToHitDeb-I(21)
Level 8: Crushing Field -- EndRdx-I(A), Acc-I(21), Dmg-I(23), Dmg-I(23), Dmg-I(25), Range-I(46)
Level 10: Recall Friend -- RechRdx-I(A)
Level 12: Hover -- Flight-I(A), Flight-I(25), Flight-I(27)
Level 14: Teleport -- EndRdx-I(A), EndRdx-I(27), Range-I(43)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Gravity Distortion Field -- EndRdx-I(A), Acc-I(31), Hold-I(33), Hold-I(33), Hold-I(33), RechRdx-I(34)
Level 24: Grant Invisibility -- DefBuff-I(A)
Level 26: Wormhole -- EndRdx-I(A), Acc-I(34), Dsrnt-I(34), Dsrnt-I(36), Dsrnt-I(36)
Level 28: Invisibility -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(37)
Level 30: Phase Shift -- RechRdx-I(A)
Level 32: Singularity -- Acc-I(A), Acc-I(37), Hold-I(37), Hold-I(39), Dmg-I(39), Dmg-I(39)
Level 35: Lingering Radiation -- Acc-I(A)
Level 38: Choking Cloud -- EndRdx-I(A), Hold-I(40), Hold-I(40), Hold-I(40)
Level 41: Mental Blast -- EndRdx-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), Dmg-I(43)
Level 44: Indomitable Will -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45)
Level 47: World of Confusion -- EndRdx-I(A), Acc-I(48), Conf-I(48), Conf-I(48), Conf-I(50)
Level 49: Psionic Tornado -- Acc-I(A), Dmg-I(50), Dmg-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
I've got a respec burning a hole in my monitor, so I'll respec and see if it helps. I have a Mind/Emp Controller already and he was fine to play. This guy has just been a pain in the rear. Is Grav more endurance heavy than most sets? Rad?
Anyway, I'll respec and let you know. -
Here's a Defender version:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Defender
Primary Power Set: Radiation Emission
Secondary Power Set: Psychic Blast
Power Pool: Flight
Power Pool: Teleportation
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Dark Mastery
Hero Profile:
Level 1: Radiant Aura -- EndRdx-I(A), Heal-I(3), Heal-I(3), Heal-I(5)
Level 1: Mental Blast -- EndRdx-I(A), Acc-I(5), Dmg-I(7), Dmg-I(7), Dmg-I(9)
Level 2: Subdue -- EndRdx-I(A), Acc-I(9), Dmg-I(11), Dmg-I(11), Dmg-I(13), Immob-I(46)
Level 4: Accelerate Metabolism -- EndMod-I(A), EndMod-I(13), EndMod-I(15)
Level 6: Radiation Infection -- EndRdx-I(A), EndRdx-I(15), DefDeb-I(17), DefDeb-I(17), ToHitDeb-I(19), ToHitDeb-I(19)
Level 8: Hover -- Flight-I(A), Flight-I(21), Flight-I(21)
Level 10: Psychic Scream -- EndRdx-I(A), Acc-I(23), Dmg-I(23), Dmg-I(25), Dmg-I(25)
Level 12: Recall Friend -- RechRdx-I(A)
Level 14: Teleport -- EndRdx-I(A), Range-I(27)
Level 16: Swift -- Flight-I(A), Flight-I(27), Flight-I(29)
Level 18: Health -- Heal-I(A), Heal-I(29), Heal-I(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(31)
Level 22: Will Domination -- EndRdx-I(A), Acc-I(33), Dmg-I(33), Dmg-I(33), Dmg-I(34), Sleep-I(46)
Level 24: Telekinetic Blast -- EndRdx-I(A), Acc-I(34), Dmg-I(34), Dmg-I(36), Dmg-I(36)
Level 26: Grant Invisibility -- DefBuff-I(A), DefBuff-I(36), DefBuff-I(37)
Level 28: Psionic Tornado -- Acc-I(A), Acc-I(37), Acc-I(37), Dmg-I(39), Dmg-I(39), Dmg-I(39)
Level 30: Invisibility -- DefBuff-I(A)
Level 32: Phase Shift -- RechRdx-I(A)
Level 35: Scramble Thoughts -- EndRdx-I(A), Acc-I(40), Dmg-I(40), Dmg-I(40), Dmg-I(42)
Level 38: Psychic Wail -- EndRdx-I(A), Acc-I(42), Dmg-I(42), Dmg-I(43), Dmg-I(43)
Level 41: Oppressive Gloom -- Acc-I(A), Dsrnt-I(43), Dsrnt-I(45), Dsrnt-I(45)
Level 44: Soul Transfer -- Dsrnt-I(A), Dsrnt-I(45), Dsrnt-I(46)
Level 47: Dark Consumption -- Acc-I(A), EndMod-I(48), EndMod-I(48), EndMod-I(48)
Level 49: Soul Drain -- EndRdx-I(A), Acc-I(50), Dmg-I(50), Dmg-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance -
Well, here's an example of what I've been working with. The character is only L18 now, so Stamina may help things. I didn't take Radiation Infection yet for two reasons. One, as soon as I put it on a foe, he has a habit of running everywhere, aggroing whole maps. Two, the endurance cost is prohibitive.
Anyhow, here's the Controller version.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Dr. Solomon: Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Teleportation
Power Pool: Concealment
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Crush -- EndRdx-I(A), Acc-I(3), Immob-I(3), Dmg-I(5), Dmg-I(5), Dmg-I(29)
Level 1: Radiant Aura -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7), Heal-I(9), Heal-I(50), Heal-I(50)
Level 2: Gravity Distortion -- RechRdx-I(A), EndRdx-I(9), Acc-I(11), Hold-I(11), Hold-I(13), Hold-I(31)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(15), EndMod-I(15), EndMod-I(17), EndMod-I(17)
Level 6: Recall Friend -- RechRdx-I(A)
Level 8: Crushing Field -- RechRdx-I(A), EndRdx-I(19), Acc-I(19), Immob-I(21), Immob-I(21), Immob-I(31)
Level 10: Stealth -- EndRdx-I(A), EndRdx-I(50)
Level 12: Swift -- Flight-I(A), Flight-I(46), Flight-I(46)
Level 14: Teleport -- EndRdx-I(A), EndRdx-I(23), Range-I(48)
Level 16: Health -- Heal-I(A), Heal-I(23), Heal-I(25)
Level 18: Gravity Distortion Field -- RechRdx-I(A), EndRdx-I(25), Acc-I(27), Hold-I(27), Hold-I(29), Hold-I(48)
Level 20: Stamina -- EndMod-I(A), EndMod-I(31), EndMod-I(33)
Level 22: Hover -- Flight-I(A), Flight-I(33), Flight-I(33)
Level 24: Enervating Field -- EndRdx-I(A), EndRdx-I(48)
Level 26: Wormhole -- EndRdx-I(A), Acc-I(34), Dsrnt-I(34), Dsrnt-I(34), Dsrnt-I(36)
Level 28: Radiation Infection -- EndRdx-I(A), EndRdx-I(36), DefDeb-I(36), DefDeb-I(37), ToHitDeb-I(37), ToHitDeb-I(37)
Level 30: Grant Invisibility -- DefBuff-I(A), DefBuff-I(39), DefBuff-I(39)
Level 32: Singularity -- Acc-I(A), Acc-I(39), Hold-I(40), Hold-I(40), Dmg-I(40), Dmg-I(42)
Level 35: Phase Shift -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
Level 38: Lingering Radiation -- Acc-I(A), Acc-I(43)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43)
Level 44: Energy Torrent -- EndRdx-I(A), Acc-I(45), Dmg-I(45), Dmg-I(45), Dmg-I(46)
Level 47: Power Boost -- RechRdx-I(A)
Level 49: Team Teleport -- Range-I(A)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Jump-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment -
Hm. Some good thoughts so far. I'm not sure a Scrapper would fit the Dr. Strangeish style (though I'm sure it would be more fun to play than a Controller). I've been using Rad, and I kind of like that the glowing green effects are used by other mystics in the game (Thorns). I'd been thinking of going with Mental Blasts, but Sonic might be a reasonable alternative.
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Well, I've been trying very hard to enjoy my Controller, but it's really much like trying to enjoy root canal. Thus, I've been thinking of recreating him in a different AT, and I thought I'd see what you all had to suggest.
The idea is that he's supposed to be a mystic. The original Champions (pnp) character had a multipower with virtually all the powers in it, so versatility was important. The comic book inspiration is Dr. Strange.
The character is currently a Controller (Grav/Rad), with Teleport, Concealment and Flight (just Hover). However, he does so little damage and is unbearably weak if attacked (he often gets one and two shotted by MINIONS). I mean, as a Controller, his only defense is to not be attacked (by controlling his foes); but half the foes in the game are immune to holds (anything Boss level or higher, zombies, spirits, ghosts, daemons, etc.), so he's basically dead much of the time. Personally, I don't find this to be much fun.
Thus, I come to you. I'm considering making him a Defender, but my experience of Defenders is much like my experience of Controllers. No offense, no defense. I've considered him as a Blaster, but that's not quite in conception, as a character who is able to aid his allies, and I hate the Blaster AT in general (too squishy).
The requirements, as I see it, are thus:
He needs Stamina, Teleport, Hover and Phase Shift.
He needs to have the capability to help his team (via healing or what have you).
He needs to have some personal survivability, as he will be soloing most of the time (this can come from the option of a second build).
Any thoughts? -
I tried several times. The first time, I had a full complement of pets out. The second time I had PFF turned on. Both times I was dead before I had anything on my screen to look at. It's bad design.
As are the ridiculously powerful foes. This is what I refer to when I speak of foes being more powerful than we are. They typically do many times more damage and have many, many times more health. I'm not even referring only to AVs and EBs. There are many Bosses and Lts. that do far more damage than some characters. It's lazy, bad design. They can't make a foe challenging by virtue of a good scenario, balanced powers and cunning AI, so they just make a big stack of overpoweredness and call it a day. -
Quote:From the anonymous negative comments on the reputation I have disabled... 9_9
Oh, give the "I'm such a wimp, my character is less powerful than toilet paper" nonsense a rest already, or just LEAVE.-B
The thread isn't about the weakness of some characters relative to the foes we face, despite your attempt to denigrate me and change the topic. It's about the existence of maps where you can't load in before you're defeated. -
There should be the possibility here to add different animations for different types of powers. For example, a change in animation could have Energy Blasts (or fire or what have you) coming from the eyes of the character.
I forsee good things in this regard. -
I have a suggestion.
NO LOADGANK SQUADS.
It's pretty simple, if the players can't get into the mission, they're not going to be able to PLAY it.
I don't know the name of the mission, it's villainside. You are supposed to go 15 years into the future (this after defeating Mynx and Synapse). We were unable to play the mission, because we were killed as we entered, over and over.
That's just stupid design. I'm sorry, I don't use that term often, but that's what it is. Is it not enough that we have to face foes 10-30 times more powerful than we are? Is it not enough that some of us are practically required to rely on other people to make us survivable? At least let us into the missions before you gank us.
That's all. -
Quote:Yeah, this is what I told the team leader, but they still preferred the bubbles...I agree with "The slotted vs unslotted trumps everything else".
Slotted would be in the roughly 21% defense range with dispersion and maneuvers.
Unslotted bubbles, dispersion, and maneuvers would be in the 28% defense range
I doubt that 7% was worth everything else that was lost in the unslotted build.
PS: Defenders are still defenders, even when they do use their secondary.
My usual thinking is much as has been suggested, you do what is fun for you. However, on a team, especially a TF, people are often recruited for specific abilities. It seemed proper to ask.
I really just wanted to know if I was out of line switching back, or if the leader was out of line (if indeed either of us was). I'm gratified to see that the inclination is that I acted correctly. -
Quote:I think most people would see that as penalizing the Defender. No other inherent reduces ability.What about making it a reverse scaler for the damage. So everyone is full hp and happy = you do moar damaj, but when everyone is sad and beaten your heals buffs and debuffs are stronger? That way you are automatically powered up in the aspect of your char that would be of most use (most of the time
)
The only problem I could see with this is the way damage boosts work, you'd have to alter the damage cap and make defs potentially highly damaging even in bad times. Maybe if the devs could invent a sliding scale AT damage modifier....
ano impossiblez prolly but i cans dreem :< -
The builds have similarities, but the team build has the team bubbles and sacrifices the fighting pool altogether in favour of the leadership pool at an earlier level. I also included Force Bolt in place of Power Blast. The issue wasn't that the team build wouldn't be effective, it's that it would need to be slotted to compete.
Either way, I did (and do) have my own opinion, I was just curious what people might say about this kind of thing (I wasn't seeking validation, I was just starting a discussion). -
Quote:Interestingly, for sheer volume of invites, my SCRAPPER gets more than anything except my bubble Defender.Maybe it's just me, but my Defenders get way more invites to teams than my Controllers (yes, late game included).
Maybe it's because of the Captain America theme I used for him...
Not even my Tanker gets as many invites as that Scrapper. -
Quote:Quite true, but the difference was that the team build was unslotted.I would have given you a million inf and asked you to slot your team build with some DO's.
As much as your solo build may be useful for soloing I can't see it being much use on a team and the reason you recruit a bubbler is for bubbles, otherwise why recruit a bubbler?
I know that is harsh but you yourself have a team build and you did that because you know what powers a team needs.
Slotted solo build <> Unslotted team build?
I was just unsure what people thought. As I say, I gave it a try, but the team seemed to do just fine without the bubbles, so I figured a fully slotted Deftanker might be more useful.
I certainly had more fun, and as mentioned, that's the whole point of playing, isn't it?