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Posts
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Joined
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The -kd problems aren't exclusive to Ice Control, it's just that Ice is more dependent on it's KD power than other sets. Earth, grav, elec, and to a lesser extent mind use KB as damage mitigation (plus various support and damage sets), and even where the aoe immob doesn't prevent KD the sets don't get along well with controllers/doms who do have -kd. I don't think the solution should be specific to ice control. One possibility would be moving -kb from immobs to holds, but that would be a pretty big change. Making immobs change KB to KD, brief hold, or brief disorient might work, but I don't know how viable that would be from a programming perspective.
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This change makes a lot of sense to me, but I think it should be accompanied by a balance pass on damage powers with recharges of 4s or less with particular attention to damage per animation time. Many of the fastest recharging powers have very poor DPA and are using the fixed chance procs as a crutch to achieve performance levels on par with slightly slower recharging powers.
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Your options for aoe containment are total domination, mass hypnosis, TK, and fissure from stone mastery. That's really it. Terrorize does more damage than psi tornado, so it's the better choice to get containment on if you have to pick. Mass hypnosis and terrify have about the same base cooldown while tornado recharges about 2x as fast, so there's not really much point in saving psi tornado until mass hypnosis is up.
If you really focus on recharge you could get total domination and mass confusion down to about 60s recharges and then alternate them between groups for confusion damage and containment damage. -
My first love in this game has always been the control sets, and I really love electric control on paper, but in the field I'm finding it to be disappointing for reasons you mentioned. It's low on damage for controllers, lowers damage on dominators thanks to the long animation times, most of your control options don't work well large teams, and your main controls/mitigation don't benefit from domination (end drain, knockdown, and psudopets from static field and synaptic overload). In short, it's really not a very team friendly set.
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I'd like to see -kd changed for immobs across the board because it's unwieldy for lots of sets, particularly when teaming. Earth, grav, ice, mind, and electric all have kd powers as part of their mitigation, as well as the support sets force field, storm, cold, kin (although almost nobody uses repel), sonic, and trick arrow. Various blast, melee, app, ppp, and pool powers use it as well.
After that, get rid of the damage on flash freeze as others have said and the set will be much more functional. Extra damage and powering up shiver a bit would be nice, but I see those as more quality of life rather than pressing issues. -
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With fade+shadow fall+manuvers you could get them to about 25% defense, 35% if you're using power boost on fade, at which point I'd take the defense over the resists. The -to hit also stacks with it, although I consider it unreliable thanks to being resisted heavily at times.
I don't think those uniques are worth slotting (aside from set bonuses) on a controller though because we're not dependent on our pets like masterminds. You also don't have the controls to save them from their own stupidity, and sometimes you'll need to dismiss them to keep them from causing problems. The best defense for pets is your primary/secondary set. The next best thing is recharge. -
When using "auto-arrange all slots" in any build the slotting section on the upper right turns black (everything above the inherent powers), and trying to remove any power using the power list on the left gives me the "can't remove inherent powers" error. I can still save the build and it will load normally, and loading a new build or clearing the current build fixes it.
edit: resolved w/ new build -
Controller-Darkness Affinity-Soul Absorption: The 100% regen and 50% recov on is scaling with the number of enemies when only the 18.75% regen and 9.38% recov should be scaling. The target limit is 10 when it should be 16. Accuracy is currently not being displayed.
edit: scaling has resolved in new version, target limit and accuracy display have not. -
If you want to build defense, you might considering putting the full cloud sense pack in fluffy.
I wouldn't recommend the chance for buildup proc in haunt. Since it only cycles through 2 attacks, one that does low damage and one that does no damage, it's less effective than slotting a damage proc. -
I decided to make an elec/ dominator because I hadn't made an electric control character before and I have too many controllers (as much as such a thing is possible). After much agonizing I settled on dark assault to go with it (I liked the balance of melee, mitigation, and aoe). So I leveled it up a bit and got a power I've never had before. Night Fall.
Head-->desk
A lowish damage cone compensated for by a short recharge is just fine when you don't have a busy aoe lineup. Make it deep+narrow though and it combines terribly with melee and pbaoe attacks.
So now I'm reevaluating my aoe plans. I want to stick with an APP instead of a PPP and I don't want to pick up fire mastery, so here are the main possibilities I'm rolling around:
- learn to live with night fall in melee and accept that I'm only ever going to be hitting a few targets with it. Sleet from Ice Mastery will make up for it, and it does have a pretty cool animation. Ice mastery also makes for a very survivable dominator.
- drop night fall, pick up psi mastery for link minds+psi tornado. This has the advantage of helping me build my defenses while fitting a force feedback proc into my regular attack chain. It's a bit hard on the endurance bar though.
- drop nightfall, pick up primal mastery for energy transfer+energy torrent. This gives me a high damage melee attack with even better dpa than smite (with life drain the health cost isn't a problem) and a wide cone that can also take the force feedback proc. Easier on endurance than psi mastery, but not such a great choice for defenses. I'd probably just rely on CC+life drain for defense and build for pure recharge.
- drop night fall, get some procs into electric fences and use it like an attack in addition to it's end drain/immob effect. Stick with Ice Mastery for sleet and survivability.
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It's a 20 degree cone, making it very difficult to hit more than a couple of enemies with it. It also does unremarkable damage and has a longish cast. Considering that the set has two great melee attacks and the other aoe is a pbaoe, I'm having a hard time making it useful.
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Hasten on everything, various picks for building defense (combat jumping, manuvers, hover, tough+weave) and/or slotting LotG (vengeance, concealment pool), and sometimes tactics. Occasionally medicine, though I hate taking it.
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You get the same % damage bonus for being at FotB lvl 3 (12.75%), and the +damage from using it as a finishing move is proportionally the same (eg, on sky splitter it adds +20% damage).
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Well, gravity is a high st damage low aoe control set, so I'd recommend anything that is going to help deal with crowds (control, debuffing, or team wide buffs). Dark, storm, time, or ta (I'd wait to see if it gets improved though) would be my first choices. It's worth noting that grav's immob doesn't have -kb, which makes it particularly synergistic with TA (oil slick arrow) and less so with storm's tornado (but helpful with freezing rain).
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Quote:When CoH first came out dark embrace, murky cloud, and obsidian shield didn't stack. Fear made enemies run away instead of cowering, and all dark armors toggles cost maybe 33% more to run than the equivalent in other sets. It was legitimately bad then (except against psi enemies, where it rocked), though not as bad as most thought, particularly when you paired it with dark melee to help with end management. I remember somebody came up with the idea of 6 slotting whirlwind with recharge (this was before ED) so we could use it to pulse knockdown, which helped a lotI played a DA scrapper (not as tough as a tanker or brute) before IOs and I always thought it was silly good... It just got better with IOs, so I never could figure out where this "DA Sucks" thing came from (aside from its use in jest, of course), so whenever I see someone come out with that opinion, I ask why they have it with honest curiosity... I really can't see it. If anyone knows, tell me!
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*shrug* I guess some people heard that it was bad then and just latched onto the idea. -
I like the ice pool, but not for ice storm. It's on a 2min cooldown that kind of ruins its damage over time potential, in addition to being a psudopet and so not benefiting from containment and needing to keep enemies in the patch for 15s to do its thing.
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It should actually be a great combo for soloing. Rather than adjust your build, I modified my dark/time/primal into a gravity build to give you some ideas. It has good damage, control, softcapped ranged defense, end use/management, tons of recharge, and more than soft capped accuracy against +4s.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Gravity Control
Secondary Power Set: Time Manipulation
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Lift -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), FrcFbk-Rechg%(7)
Level 1: Time Crawl -- Acc-I(A)
Level 2: Gravity Distortion -- HO:Perox(A), HO:Perox(7), HO:Perox(9), G'Wdw-Dam%(9), NrncSD-Dam%(11), ImpSwft-Dam%(11)
Level 4: Temporal Mending -- Numna-Heal(A), Numna-Heal/EndRdx(15), Numna-Heal/EndRdx/Rchg(15)
Level 6: Propel -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
Level 8: Teleport -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(21)
Level 10: Crushing Field -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(23), JavVoll-Dam%(23), Posi-Dam%(25), TotHntr-Dam%(25), ImpSwft-Dam%(27)
Level 12: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(27), DarkWD-ToHitDeb/Rchg(29), DarkWD-ToHitdeb/Rchg/EndRdx(29)
Level 14: Dimension Shift -- EndRdx-I(A)
Level 16: Distortion Field -- Lock-%Hold(A), SWotController-Rchg/Dmg%(31), NrncSD-Dam%(31), G'Wdw-Dam%(31), GladNet-Dam%(33), UbrkCons-Dam%(33)
Level 18: Gravity Distortion Field -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(34), Lock-EndRdx/Rchg/Hold(34), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(36)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(36)
Level 22: Temporal Selection -- Heal-I(A)
Level 24: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(36), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 26: Wormhole -- SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(37), SWotController-EndRdx/Rchg(39), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(39), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(39)
Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Membr(40), HO:Membr(40), HO:Membr(40)
Level 30: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(42), Zephyr-Travel(42)
Level 32: Singularity -- HO:Nucle(A), HO:Nucle(42), HO:Nucle(43), S'bndAl-Build%(43)
Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/DefDeb(43), AnWeak-DefDeb/EndRdx/Rchg(45)
Level 38: Chrono Shift -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(45), Dct'dW-Heal/Rchg(45), Numna-Heal/Rchg(46)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Energy Torrent -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Dmg/Rng(48), Posi-Dam%(48), FrcFbk-Rechg%(48)
Level 47: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50), HO:Ribo(50), HO:Ribo(50)
Level 49: Power Boost -- RechRdx-I(A)
Level 0: Marshal
Level 0: Born In Battle
Level 0: High Pain Threshold
Level 0: Invader
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 2: Swift -- Flight-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(13), EndMod-I(13)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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TK only takes end, range, and recharge. I don't think you can slot any kind of set IOs in it.
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Well, not the dark app. Because it doesn't exist.
Fire is going to do more damage until you get up to 6+ stacks of soul drain, and then it's going to do more single target damage but a bit less aoe damage. If you use your cone immob as part of your single target damage chain to fill in gaps, the single target difference may disappear.
Shields are the same.
End powers are the same.
Pet vs. self rez. I prefer the pet, but patron pets are only a small boon. -
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I believe that power boost doesn't work on fade because it has a res component.
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Imo there are so many team buffs flying around in incarnate content that you don't need to softcap yourself for it.
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I don't even like playing fire, but I see it as the default set in most cases. I still kind of see things from the city of blasters days though.
Blaster: fire/fire
Brute: fire/fire
Controller: ill/rad
Corruptor: fire/thermal
Defender: emp/...anything
Dominator: plant/fire
Mastermind: Robotics/FF
Scrapper: claws/regen
Stalker: ninja blade/ninjitsu
Tanker: invuln/ss