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I posted my suggestions before, but teh forums ated them.
So in the spirit of sharing, here is a repost of my Grav analysis and suggested changes.
A Proposal to Improve Gravity Control
One of the hot topics in the Controller and Dominator forums has always been Gravity Control. Most agree that Gravity is not performing as well as it should (relative to the other Control sets), however, there is a small but vocal minority that believes Gravity is fine.
I have played a Gravity/Radiation Controller up to the mid 40s and a Gravity/Energy Dominator up to 20 or so and I have come to the conclusion that Gravity does need some help. Because most of my experience is with Controllers I'm going to spend most of my time with that aspect of the set. I will deal with Doms but with less confidence.
To me, it seems apparent that Gravity was intended to be a light control/heavy damage set. It has only two regularly useful lockdown tools but two extra attacks. If this is true (and until Castle tells me otherwise, I'm going to assume it is) then it suggests a useful comparison to Fire Control (Fire also trades some control for extra damage).
So how does Gravity compare to Fire control? Both are elemental sets, meaning they have single target and AoE Immobilizes and Holds. Both have a Stun power. Both have some positioning ability (Bonfire and Wormhole). Both have a highly situational power that lets them avoid or postpone a fight (Smoke and Dimension Shift). Both have pets, though there aren't any similarities between Fire Pimps and the Singularity. Most importantly, though, both sets trade off a possible 4th control power for more damage. Fire gets Hot Feet and Bonfire while Gravity gets Propel and Lift.
Unfortunately, the performance of the set just doesn't match the intent.
With four single target attacks by level 6, Gravity starts off as a very strong soloer. It can set up containment effectively and despite a commonly resisted damage type, it can tear through the low levels fairly effectively. Once you hit the teens and start teaming up, the problems begin. The long DoTs in Crush and Gravity Distortion mean that most targets are dead before the full damage is applied. Propel is even worse on a team, since many targets will be dead before the power is even done animating! Combined with a low damage pet, Gravity will contribute less damage to a team than even an Earth or Ice controller.
Gravity also suffers from a lack of dependable early level control, unlike every other set. Lift provides some very effective single target control early on, but that isn't enough to put it on par with the other sets. Dimension Shift is another problem here. Dim Shift would be much more useful if the user had more control over how long it lasts. Suggestions to turn it into a toggle have been shot down because of mechanical problems, so another solution is needed. Even the star of the set, Wormhole, has issues. The long animation time and high tier placement mean that when it arrives it is too little, too late. The Singularity helps some, but with it's unreliable targeting it is also too little, too late.
So what should be done? I believe that Gravity should become a light control/high damage set on par with Fire Control. It's already half way there, it just needs a little push.
Recommendations:
I've kept my suggestions simple and I've organized them into phases, with each phase containing progressively more extreme (and thus, less likely) changes. Not all of the changes are necessary, and many in Phase 2 and 3 are either/or choices. For example, either Propel or Lift should become an AoE but not both. If Castle decides it should be Lift, no other changes to Propel would be needed (except the animation time changes)
Phase I- Reduce Crush and Crushing Field's animation times to ~1s
- Reduce Gravity Distortions animation time to ~1.1s
- Reduce Propel's animation time to ~2s (Shorten the 'summoning object' portion)
- Reduce Wormhole's animation time to ~2s, have the Stun kick in ~1.7s from the start of the animation. (Shorten the beginning 'hands raised' portion)
- Increase Wormhole's Radius from 15ft to 25ft. If necessary reduce Wormhole's Stun duration from from scale 10 to scale 8. (this brings it in line with Flashfire and Stalagmites)
- Reduce Dimension Shift's recharge to 10s, reduce it's duration to 10s, reduce it's radius to 15ft, put it on a static timer (like Strength of Will and One With The Shield)
- Add 25% Phase resistance for 40s after a 10.5s delay to Dimension Shift. This resistance should stack.
- Alter the hit FX for Dimension Shift to clearly identify which entities have been effected.
This phase is the easiest to accomplish, and while it doesn't address Gravity's lack of low level control it does remove some of the set's major annoyances. The activation decreases also greatly improves the single target DPS. I would dearly love to ditch Dimension Shift for something more useful, but alas such a change goes against the Cottage Rule. As such, I've tried to make the power much more tactical and less annoying. With virtually no slotting required, Dim Shift can be used to give a team a breather or with back to back applications it can keep part of a trouble spawn out of the way, but not forever. Eventually the Phase resistance will make it ineffectual.
Phase II- Double Crushing Field's damage to 3 ticks of 6.12 Smashing Damage
- Reduce Crushing Field's End Cost to 13
and either - Change Propel into a 20 degree cone and reduce the range/radius to 40ft (For Controllers)
- Change Propel into a 20 degree cone (For Dominators)
- Give Propel a 30% chance of a 6s mag2 Stun (For Controllers)
- -Give Propel a 6s mag2 Stun (For Dominators)
or - Change Lift into a 20ft radius AoE, double recharge and endurance cost
Phase 2 provides further increases the AoE DPS on the set while simultaneously adding some early AoE soft control. The Crushing Field changes might seem to go too far, but there is a precedent: Roots from Plant Control. This gives Crushing Field the full damage of an 8s recharge AoE and makes it a worthwhile damage power for both Doms and Controllers.
I personally prefer the Lift changes, but I'm throwing out the Propel possibility too. In this case either Propel or Lift should become an AoE but not both. Both options increase Gravity's AoE damage and control.
Phase III- Reorder the set thusly:
T1: Crush (1)
T2: Gravity Distortion (1)
T3: Crushing Field (2)
T4: Lift (6)
T5: Propel (8)
T6: Wormhole (12)
T7: Gravity Distortion (18)
T8: Dimension Shift (26)
T9: Singularity (32)
This is the one change that would make the most difference in smoothing out Gravity, though it is the one that is least likely to occur. It's mostly self explanatory, Wormhole is much earlier, and GD as a level one choice allows more freedom in building the set. The shifts to Propel, Lift, and Crushing Field just smooth out the progression of the set.
Gravity Control DPAs, Current and Proposed
Code:So, what does the community think?Cast C-Dam C-DPA D-Dam D-DPA Rech End Duration Old Crush: 1.33s 30.6 23.00 36.1 27.14 4s 7.8 27.9 New Crush: 1s 30.6 30.6 36.1 36.1 4s 7.8 27.9 Old GD: 1.83s 33.6 18.36 39.8 21.75 8s 8.53 22.4 New GD: 1.1s 33.6 30.55 39.8 36.18 8s 8.53 22.4 Old C-Field: 1.33s 9.18 6.9 10.8 8.12 8s 15.6 27.9 New C-Field: 1s 18.36 18.36 21.6 21.6 8s 15.6 27.9 Old Lift: 1.03s 24.5 23.79 28.9 28.06 6s 6.86 - New Lift (AoE): 1.03s 24.5 23.79 28.9 28.06 12s 13.72 - Old Propel: 3.5s 59.9 17.11 70.8 20.23 8s 9.36 - New Propel: 2s 59.9 29.95 70.8 35.4 16s 18.72 6s Wormhole: 2.00s - - - - 90s 15.6 18.6 GDF: 1.83s - - - - 240s 15.6 14.9 Dimension Shift: 1.17s - - - - 10s 13 10 Singularity: 2.03s - - - - 240s 20.8 -
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Here's the Grav/Build I'm working on. I've still got a mix of IOs and SOs, but it's pretty solid already.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Nucleogenesis (Frankenslot): Level 50 Mutation Controller
Primary Power Set: Gravity Control
Secondary Power Set: Radiation Emission
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Crush -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/Rchg(15), Ruin-Acc/Dmg/Rchg(17), Immob-I(48)
Level 1: Radiant Aura -- H'zdH-Heal/Rchg(A), H'zdH-Heal/EndRdx/Rchg(17), Mrcl-Heal/Rchg(40), Mrcl-Heal/EndRdx/Rchg(40)
Level 2: Gravity Distortion -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(9), Ruin-Acc/Dmg/Rchg(11), Hold-I(46)
Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
Level 6: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/Rchg(7), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(9)
Level 8: Hover -- Flight-I(A)
Level 10: Swift -- Flight-I(A)
Level 12: Propel -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg(37)
Level 14: Fly -- Flight-I(A)
Level 16: Enervating Field -- EndRdx-I(A), EndRdx-I(21), EndRdx-I(21)
Level 18: Gravity Distortion Field -- G'Wdw-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(19), NrncSD-Acc/Hold/Rchg(19), Para-Acc/Hold/Rchg(37), Para-Acc/Rchg(37)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Lingering Radiation -- Acc-I(A), Acc-I(25), RechRdx-I(25), RechRdx-I(43)
Level 26: Wormhole -- Rope-Stun/Rng(A), Rope-Acc/Stun/Rchg(27), RzDz-Acc/Stun/Rchg(27), RechRdx-I(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Crushing Field -- TotHntr-Acc/EndRdx(A), Posi-Acc/Dmg/EndRdx(31), Det'tn-Acc/Dmg/EndRdx(31), ImpSwft-Dam%(31), TotHntr-Dam%(34), Posi-Dam%(34)
Level 32: Singularity -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), EdctM'r-Acc/Dmg(33), SvgnRt-Acc/Dmg(33), Hold-I(34)
Level 35: Mutation -- RechRdx-I(A)
Level 38: EM Pulse -- G'Wdw-Acc/Hold/Rchg(A), EoCur-Acc/Hold/Rchg(39), NrncSD-Acc/Hold/Rchg(39), Para-Acc/Hold/Rchg(39), Para-EndRdx/Hold(40)
Level 41: Power Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Dmg/Rchg(42), Ruin-Acc/Dmg/Rchg(43), Entrpc-Dmg/EndRdx/Rchg(43)
Level 44: Energy Torrent -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(45), Det'tn-Dmg/Rchg(45), Det'tn-Acc/Dmg/EndRdx(45), RechRdx-I(46), ExStrk-Dam%(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(50), TtmC'tng-ResDam/EndRdx(50), S'fstPrt-ResKB(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Containment
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Yeah, -Repel is just repel protection. The technology for an inverse repel doesn't exist in this game, though I think it would be a worthwhile addition.
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Power Burst needs some love, yeah. An animation reduction by a couple tenths of a second would be nice, as would a guaranteed stun.
TF, on the other hand, doesn't really need anything. It's alrady the most powerful ST attack available to blasters. Heck, Blaster TF is the second most powerful attack in the game (after Stalker Energy Transfer). It also has a reliable and useful mezz effect, and although the animation is long it still has good DPA.
The only change I could see for TF is a small reduction in animation time. Possibly by .5 seconds or so. -
SifuRic's build without all the crazy formatting stuff:
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
:: Level 50 Magic Brute
Primary Power Set: Electrical Melee
Secondary Power Set: Dark Armor
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Charged Brawl -- B'ngBlow-Acc/Dmg(A), B'ngBlow-Dmg/EndRdx(3), B'ngBlow-Dmg/Rchg(3), Efficacy-EndMod/Acc(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-EndMod(7)
Level 1: Dark Embrace -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(7), TtmC'tng-EndRdx/Rchg(9), TtmC'tng-ResDam/EndRdx/Rchg(9), TtmC'tng-ResDam(11), TtmC'tng-EndRdx(11)
Level 2: Havoc Punch -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Acc/Dmg/Rchg(13), C'ngImp-Dmg/EndRdx(15), C'ngImp-Acc/Dmg(15), EndMod-I(40)
Level 4: Murky Cloud -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(40), TtmC'tng-EndRdx/Rchg(43), TtmC'tng-ResDam/EndRdx/Rchg(43), TtmC'tng-ResDam(46), TtmC'tng-EndRdx(46)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 8: Thunder Strike -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(29), Sciroc-Dmg/Rchg(37), Sciroc-Acc/Rchg(37), Sciroc-Acc/Dmg/EndRdx(39)
Level 10: Obsidian Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(27), S'fstPrt-ResKB(40)
Level 12: Swift -- Run-I(A)
Level 14: Super Speed -- Run-I(A)
Level 16: Dark Regeneration -- EndRdx-I(A), EndRdx-I(17), Acc-I(17), Acc-I(19)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Cloak of Darkness -- Krma-Def/EndRdx(A), Krma-Def/Rchg(23), Krma-ResKB(23), EndRdx-I(39)
Level 24: Chain Induction -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Dmg/EndRdx(31), C'ngImp-Acc/Dmg(34)
Level 26: Build Up -- RechRdx-I(A), RechRdx-I(27)
Level 28: Cloak of Fear -- N'mare-EndRdx/Fear(A), N'mare-Acc/EndRdx(29), EndRdx-I(31), EndRdx-I(31)
Level 30: Taunt -- Taunt-I(A)
Level 32: Lightning Rod -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Death Shroud -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(36), C'ngBlow-Acc/Rchg(36), EndRdx-I(36), EndRdx-I(37)
Level 38: Soul Transfer -- RechRdx-I(A), RechRdx-I(39)
Level 41: Electrifying Fences -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Mu Lightning -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Acc/Rchg(48), Efficacy-EndMod(48), Thundr-Acc/Dmg(48), Thundr-Acc/Dmg/EndRdx(50)
Level 49: Summon Striker -- BldM'dt-Dmg(A), BldM'dt-Acc(50), BldM'dt-Acc/Dmg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
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Set Bonus Totals:- 3% DamageBuff(Smashing)
- 3% DamageBuff(Lethal)
- 3% DamageBuff(Fire)
- 3% DamageBuff(Cold)
- 3% DamageBuff(Energy)
- 3% DamageBuff(Negative)
- 3% DamageBuff(Toxic)
- 3% DamageBuff(Psionic)
- 7.38% Defense(Smashing)
- 7.38% Defense(Lethal)
- 6.44% Defense(Fire)
- 6.44% Defense(Cold)
- 4.25% Defense(Energy)
- 4.25% Defense(Negative)
- 3% Defense(Psionic)
- 11.8% Defense(Melee)
- 3.63% Defense(Ranged)
- 7.06% Defense(AoE)
- 50% Enhancement(Accuracy)
- 27.5% Enhancement(RechargeTime)
- 1.65% Enhancement(Terrorized)
- 168.7 HP (11.3%) HitPoints
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 4.4%
- MezResist(Sleep) 4.4%
- MezResist(Stun) 6.6%
- 15% (0.25 End/sec) Recovery
- 10% (0.63 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 3.13% Resistance(Negative)
- 1.5% XPDebtProtection
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In the cold sky hung the cold stars. Ever watching, ever burning with their cold light. Never clouded, the cold stars in their cold sky looked down upon a cold castle on a cold mountain. This is what they saw...
...
The woman gasped at the sight.
"It's beautiful! We're above the clouds! How did you ever find such a place?" Her breath made little clouds of steam, before the cold wind blew them away.
A man stood behind her, tall and pale. Cold as the stars. He spoke.
"I collected it in my travels. I collect beautiful things." The cold man moved closer as the woman's slim frame shivered in the wind. His breath made no steam.
The woman turned with an impish look in her dark eyes. "Are you going to collect me too?" she asked, in a tone that suggested he'd best not say no.
The cold man moved closer, drawing her to him.
"I already have," he breathed in her ear, before sweeping her up in a passionate kiss. The woman gasped at his cold touch, and he drew back as the gasp turned to a scream. The scream heightened. In the depths of soul tearing agony, the woman's body convulsed as skin wrinkled, organs rotted, hair fell out, bones poked through decaying flesh. The cold man turned with a cold smile on his cold face. The scream stopped, and with a flash a black page flew to his cold hand. He examined it briefly before tucking it into his dark grimoire and pushing aside the curtain. Leaving the corpse on the balcony to clean up it's own mess. Beauty no longer, her cold flesh scraped across cold stones as she shambled away into the depths of the cold castle.
...
And the cold stars looked down from their cold sky, and shone with a cold light. -
<QR>
Lets examine this a bit.
Conserve Power is a 90s 119.2% End Discount with a 600s recharge. An (enhanced) uptime ratio of 30% (without external buffs). On average, it equals 35.76% End Discount.
Energize is a 30s 60% End Discount with a 120s recharge. An (Enhanced) uptime ratio of 50% (without external buffs). On average, it equals 30% End Discount.
Which doesn't look like much of a change from it's original form.
The fact that Energize has a 25% heal and a decent regen boost (which is perma-able) is just gravy. Energize is just Conserve Power V 2.0. It does everything CP does, and more.
So don't expect Dim Shift to ever stop being an AoE Cage power. It might have it's mechanics changed to make it easier to use. It might even get a new name. But it won't stop being a phase. -
It just so happens that I have a build that fits your specs exactly. It's the build I use for my Plant/Kin, and it works wonderfully.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Awesome Blossom: Level 50 Mutation Controller
Primary Power Set: Plant Control
Secondary Power Set: Kinetics
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Entangle -- Ruin-Acc/Dmg/Rchg(A), Ruin-Dmg/Rchg(3), Ruin-Acc/Dmg(7), Dev'n-Dmg/Rchg(15), Dev'n-Acc/Dmg/Rchg(40)
Level 1: Transfusion -- Nictus-Heal(A), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(13), Nictus-Acc/EndRdx/Heal/HP/Regen(37), Nictus-Acc/EndRdx/Rchg(46)
Level 2: Strangler -- Ruin-Acc/Dmg/Rchg(A), Ruin-Dmg/Rchg(3), Ruin-Acc/Dmg(7), Dev'n-Dmg/Rchg(15), Dev'n-Acc/Dmg/Rchg(37)
Level 4: Siphon Power -- Acc-I(A), Acc-I(5), RechRdx-I(13), RechRdx-I(21)
Level 6: Air Superiority -- Acc-I(A)
Level 8: Seeds of Confusion -- Bfdlng-Acc/Conf/Rchg(A), C'phny-Acc/Conf/Rchg(9), Pplx-Acc/Conf/Rchg(9), Mlais-Acc/Conf/Rchg(17), Range-I(21), Range-I(23)
Level 10: Siphon Speed -- Acc-I(A), Acc-I(11), RechRdx-I(11), RechRdx-I(17), RechRdx-I(43)
Level 12: Swift -- Flight-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Increase Density -- S'fstPrt-ResKB(A)
Level 18: Vines -- Para-Acc/Hold/Rchg(A), NrncSD-Acc/Hold/Rchg(19), EoCur-Acc/Hold/Rchg(19), G'Wdw-Acc/Hold/Rchg(23), Lock-Acc/Hold(40)
Level 20: Speed Boost -- EndMod-I(A)
Level 22: Health -- Heal-I(A)
Level 24: Stamina -- EndMod-I(A), EndMod-I(25), EndMod-I(25)
Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg(40), AirB'st-Acc/Dmg(46), ImpSwft-Dam%(46)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Roots -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(31), Det'tn-Acc/Dmg(31), Det'tn-Dmg/Rchg(31), Posi-Acc/Dmg(34), RechRdx-I(45)
Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Dmg(33), Achilles-ResDeb%(34), SvgnRt-PetResDam(34)
Level 35: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37)
Level 38: Fulcrum Shift -- Acc-I(A), Acc-I(39), RechRdx-I(39), RechRdx-I(39)
Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Ruin-Acc/Dmg/Rchg(43)
Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45)
Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(48), AirB'st-Dmg/Rchg(48), Det'tn-Acc/Dmg(48), Det'tn-Dmg/EndRdx(50), RechRdx-I(50)
Level 49: Mind Over Body -- ResDam-I(A), ResDam-I(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment -
Quote:Except Corrs weren't included in those changes. Only Blaster had their t2 blasts lengthened.I'm pretty sure this is what has been perceived as the "nerf" for Corruptors. Any one of the normalization of activation times that resulted in any increase whatsoever was decried as a "nerf". Of course, some of them may have affected Defenders as well, but I wasn't paying close attention to the numbers because to me the change just really wasn't that significant.
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Quote:Math is correct.Not impossible, only NEARLY impossible I think.
120 second duration with 30 second up-time mean you need +300% recharge to make it perma (if I'm doing my math right...if not, ignore the rest of this post.)
~100% comes from Recharge slotting assuming it's enhanceable.
20% comes from Lightning Reflexes
70% comes from Hasten
Which leaves 110% to IOs. I have 112.5% on my Elec Blaster so that number, while intimidating, is doable.
Hopefully it's hard enough to make it perma that the devs won't change the recharge time before it goes live. Chromium Man VI and VII here I come!
Also: Does anyone know what the scale of the heal is? -
Hot damn, I thought of almost his exact same thing!
http://boards.cityofheroes.com/showthread.php?t=128770 -
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Three Recharge IOs, and some procs. Bam. Done.
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Has this thread been modded? I feel like I'm missing half the conversation.
Also, Crushing Field has an 8s recharge. -
The self damage can also be split with Bodyguard, making it even more trivial for a MM.
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Look on the bright side, you just saved a crapload of money.
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As others have mentioned, Longbow Commanders run Tactics which grants them (and their allies) confuse protection and resistance.
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Someone said Carrion Creepers?
*Insert Copy+Paste*
This is the updated version of my guide. It takes into account the changes that Issue 14 and Issue 15 bring to Carrion Creepers. Also, since the Carrion Creeper pets are the same for Dominators and Controllers this guide is accurate for both achetypes.
This guide attempts to explain just about everything about the complicated series of pets and psuedopets that make up one of the most unique (and convoluted) powers in the game. It also explains some quirks with the power that have a large impact on the suggested slotting.
CC's mechanics can be a bit overwhelming, so if you just want the end result read the yellow bit about halfway down. If you have questions post them here and I'll do my best to answer them.
Carrion Creeper Patch, the original summon
The power that the player uses (called Carrion Creepers) summons an entity called Carrion Creeper Patch. This Patch has several powers of it's own. It is also mobile and will follow you around (though the 'bramble' graphic doesn't move). The Patch is invisible, and has a snare power called Bramble, a second pet summon called Carrion Creepers (we'll call it Carrion Creepers2 or just CC2), and a power called Vines. Interesting side-note: Even though the Carrion Patch is invisible, it still makes ripples in water. So you can summon it and go for a swim, you'll 'see' the pet following you around.
Bramble
The Bramble power is an autohit AoE snare power. It is always on, and every 0.2s it will apply -fly, -runspeed, -maxrunspeed, and -jumpheight over a 20ft area.
Carrion Creepers 2
CC2 summons Carrion Creeper Patch2 every ten seconds, at every enemy corpse in range. CCP2 is a short lived pet whose only purpose is to attack with an AoE version of Entangle and then self-destruct silently. This AoE Entangle applies a Mag4 Immob to an 8ft area, deals a decent amount of Lethal and Smashing damage, and prevents flight and knockback on the targets. Creeper Entangle has a max target cap of 5 and a base accuracy of 1.0.
Vines
The Vines power has a 50% chance of summoning a Carrion Vine every ten seconds for every living enemy (PC or NPC) in range. These are the vines we know and love and they are the most visible part of the power. Each Vine lasts for 15s and has a ranged Vine Thorns attack and a melee Vine Smash attack. Both the attacks applie a small recharge slow, a movement snare, and a -fly effect. The melee Vine Smash also has a guaranteed knockdown. Both attacks have an accuracy of 1.0.
Slotting Suggestions:
As before i14, Recharge is the most important aspect and if you can only spare three slots, three Recharge SOs is the absolute minimum you should accept in this power. Ideally, you have 6 slots in Creepers. Within those 6 slots you have a lot of freedom, and that means there are a lot of good ways to slot it.
My suggested slotting is:
~40% Accuracy
95% Recharge
95% Damage
and as many damage procs as you can cram in. It no longer matters what sets you choose to use, so go for the cheapest one. -
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