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Quote:Which says something.......it was once one of the most popular Controller primaries.I forgot to mention that Earth/FF is a great set and seems like a lot of fun, but actually Earth/FF and Earth/Storm seem to be the most common Earth pairings I've seen. Although, Earth/* in general is rare. Hah!
To the OP: Are you looking for uncommon pairings or poorer performers (which is often the reason they're uncommon in the first place).
Energy/Electric Blaster is a great combination, but rare. It's rare because 99.9999% of Energy Blasters go Energy/Energy.
Electric/Devices Blaster is rare because it simply isn't a great performer (it isn't as bad as its rep, imo).
Both rare, but for very different reasons. -
I like Trick Arrow a lot.......on controllers. I think it is very underrated for that AT. Ice Arrow stacks well with a controller's ST holds. There are good debuffs in the set. Oil Slick Arrow provides good damage.
I just don't like it on Masterminds. Granted, I tend to play the squishier primaries, but I want some level of control in my secondary set. At the very least some meaningful to-hit debuff or defense. For me, TA is at the bottom of Mastermind secondaries. The only set I like less is Poison.
Personal preference and all that. Some like TA on Masterminds. -
Everything is obsolete, just read the AT boards.
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I have most of what is listed, at least the really commonly listed ones.
Plant/Storm/Stone is a beast and a half........and just because it isn't a Mastermind, it still loses out big to any mastermind pairing with storm (I have a Bots and Ninjas, and I prefer Ninjas, fwiw).
The fact mez alone can generally be laughed off by a Mastermind puts it over the top of even an S/L soft capped Plant/Storm/Stone.
I'm not taking anything away from Plant/Storm. That is still the wildest ride to 50 I ever had. It is still one of the funnest team builds I have. And for a controller, it still solos well, even at the lower levels where a controller can be so painstakingly slow. From a thematic, visual perspective, it's easily my favorite combination in the entire game.
You really can't go wrong with anything listed here, but in my opinion, the answer to this question is your favorite Mastermind primary. -
Even at the lower settings, it does look quite dazzling. The amount of detail you can see on some of the enemies really brought them to life.
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Quote:When did Ouro start being such a huge part of the end-game?
Other than being an occasionally handy Transport Hub (which I can live without usually) I never use the place at all.
I have a Pocket D and Market TPer to cover that anyway (might buy the Valkerie Pack too for the Broadsword and mission TP which should also help)Quote:It might be that important for soloers, perhaps? I have 18 lvl 50 toons by now and I have done one (1) flashback mission in Ouro in my 26 months, so I don't feel that it is such a big part of the endgame
The whole idea of Going Rogue is to experience more content with characters that were previously limited to only one side. Ouroboros is how a high level character accesses most of the content in this game. -
Quote:I sure hope some of that changes. With Ouroboros being such a huge part of the game for a higher level toon there isn't a lot of incentive to stay Vigilante/Rogue.They should be able to. Task Forces, Paper missions and Tip missions should be soloable on both sides. I got that direct from Castle. (Of course, that assumes the Task Force IS soloable, if it isn't of course you will need a team)
Rogues and Vigilantes cannot enter a base from "the other side", and cannot join such a SG. They can enter their bases on their own side and are still active in their SG until they "complete the switch". (Going Villain for a Vigilante, or Hero for a Rogue)
You cannot enter the other side's Ouroboros and cannot do their Flashbacks, even on a team.
The above is how it stands right now. Unknown if this may change in the future. -
Quote:In my haste of taking my scrapper from heroine to villain, I haven't spent much time in Praetoria. I would assume that any new players would end up there. So, have you run into any new players there?
I'm hoping that GR draws a fair amount of new blood, though I think the main appeal of the expansion will more likely be to players that haven't played in awhile and wanted a fresh start.
I've seen a few new players register and make themselves known on the forums (which is good to see), but have no sense in what GR has done with players not familiar with the City of * brand.
There's been quite a few new players in the game all summer. -
If you want we'll level it for you and stock it with IOs.
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This, again? Don't researchers have anything better to do than research things that were argued 50+ years ago.
What are they gonna do next, ban pinball? Again. -
Quote:It could be over-simplification. It could be that the role can often be seen as too passive in a game all about killing. Tanks can do a great job without punching buttons frantically, and to some that's just boring. Certainly it can be an AT where you round everything up, let your taunt aura go to work, and get up and go get a drink. That may be too passive for many. I don't think there is an AT in this game where the difference between a player playing it well and a player not having a clue is so dramatic. There are tankers in this game and then there are people just playing the tank AT.......if you get my meaning.@brophog
I think they're reaching desperately. There's something "wrong" with the Tanker AT. Nobody can agree on what that is or what the solution could be.
I really think the problem is overspecialization in the AT. Aggro management in itself is a way too limited task to build an entire AT around. Also, in my opinion, it's very simplistic. Tankers do the job well, as well as any AT should ever be able to handle a job itself, but that doesn't make the job always fun or interesting.
It could be a lot of things. The aggro cap doesn't change the AT, it changes the scale that the AT works on. It is just an arbitrary number. 16 is big enough to be big, yet one can still design encounters to exceed it. If you have more than 16 targets, odds are pretty darn good you have a team......and they can do something about those targets you can't keep aggroed. Yeah, managing a large spawn is necessary, that's the entire reason target caps, aggro caps, and mez duration and recharge times on controls were redone.
Every AT has to deal with that change.
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Unfortunately, on support heavy teams, no one is more boring or useless than my tank.
That's just how the game is.........especially in 35+. I've quit more teams in that range because I felt unneeded than I have teams that died a lot. I don't particularly care for steamrolling teams and that's about the range where any AT on a decent team gets about 1 attack off and finds everything dead.
It's not so much AT design, but the fact the vast, vast majority of this game can be done with about 2 people on an 8 man team.
If I find myself in that situation I politely quit and find another. There's always another team out there that can use your services, regardless of your AT. -
Quote:Because a well played Controller or Dominator can shut down so many targets it makes the Tanker look like a bad joke in comparison.
My Mind/Mind Dom has Mass Confusion, AoE Sleep, AoE Hold and AoE Fear, most of those on recharges between 10 seconds and one minute.
I can shut down 64 Enemies with my first wave of AoE CC... and thats not just theory I did that many times now.
Don't pick an extreme example, no doubt with recharge to the gills (considering 2 of the 4 are on base 4 minute timers and the other two are on 40s/45s timers) and including many soft controls.
Every control set can't do that.
They're soft and not hard controls, meaning one idiot ruins.
You don't run into 64 enemy spawns.
And, we're assuming no other aggro management whatsoever is on the team.
You still can't do what a tank does. You can't re-position mobs (mind can with telekinesis, but it takes practice and you didn't list it). You've got no -kb to help with knockback containment (whereas a smart tank can reposition near structure). You can't do squat against POTD.
So, in an ideal condition, with no other forms of mitigation on the team, everything recharged, no AVs, clustered 8 man spawns..........yes, you can control more than one single tank. Bravo.
It doesn't replace a tank. That sleep pops due to anyone hitting it, you have to wait for it to recharge. The fear pops, they get an attack in.
A tank can reposition and re-grab aggro, its not waiting for recharge. Any of those controls aren't recharged and you can't use them. A good tank can keep mobs moving towards him even, aggroed, even if a squishy is in the way.
I don't know how many times on my Energy Blaster, where I'm positioning to control knockback that I can stand in the middle of incoming enemies and the tank can move them to where I'm shooting. A controller can't do that. A dominator can't do that.
They can't replace a tank. They do their thing, a tank does his. Both excel in certain situations.
The difference is, they no longer cry about things that were done so many issues ago, like some on the tanker forum do. Some think that increasing the aggro cap even a little somehow validates the AT. You haven't changed role, you're arguing scale. In your extreme example, we'd have to increase it to 64 targets to make the tank control as well as your dominator.
That's ridiculous, and you should know that. Increasing the Aggro cap to 20 or 30 won't validate tanks, it will make people want to raise it to 40 or 50! That's how the playerbase works......they whine and moan until they get more and more. -
158 is all? It was approaching 300 earlier.
Good to see the launch has generated that much excitement. Let's hope it did enough to keep some of these folks around a while. -
The tank forum really needs to stop crying over the aggro cap. You don't go to the Blaster forum and see them crying that they can't do their job by not hitting over 16 targets with an AOE or the controller forum saying they can't do their job if they can't control over 16 targets. It's only the tanker forum.
And that's a shame.
The aggro cap did nothing to diminish the role of tanks, it simply scaled down things in the same way target caps did for other ATs. It's a matter of scale, nothing more. There should be a danger in this game if you have too many opponents, and the aggro cap helps ensure that.
Nothing replaces a good tank. No AT requires more skill to play than a tank. Tanks aren't about hitting buttons and letting the game mechanics magically take place, they are about positioning and situational awareness. Those are the real skills in this game. A monkey can hit a button and make an attack go off......it takes actual skill and thought to be a good tank. Certainly no AT has more of my admiration than a good tanker.
Nothing can replace them, but they're also not needed. Neither are Blasters. Or Defenders. Or Controllers. Or Scrappers. It doesn't make any AT less meaningful that things can be done without them. It simply makes a good game better. -
Considering the amount of data that needed to be manipulated, this was an amazing launch.
This could have gone spectacularly bad and the worst I've heard was a few minor bugs from people.
I think it is quite a feat, personally. -
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That's the issue. Thank you for your clarity.
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I've not gone through all of my toons, but it looks good from my end too.
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Quote:Nor have I stated they balance things in a vaccuum. However, when they implement new systems, like IOs, they do not go back and change all of the pre-existing systems, but instead attempt to balance around them.
The devs do not balance things in a vacuum. Castle has noted that while they did not make the game harder to accommodate IOs, he doesn't ignore their effects when balancing, either. So they're hardly covering their ears and ignoring things. Once again, there's that BotZ reduction to show this, among other things (like Tier 9 powers that can't have their recharge lowered).
In effect, they get trapped in their own continuity. They want to make as few changes as possible to the established powers, with good reason, but by attempting to do so it can create unforeseen issues as one system gets implemented onto another. As unpopular as they are, there is a reason for "Retcons".
I understand the Cottage Rule just fine, thank you. -
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Quote:There's no idea to talk about.........your suggestion can't be implemented. Go back to the drawing board, within the confines of this game, and come back with something that will work.Finally someone willing to think about the idea rather than just knee-jerk flame!
If the premise of the discussion is flawed, the discussion is flawed. That's why you're not getting any real discussion. -
Quote:I agree completely. It's really only on a few sets where it is a problem, mostly because IOs have wrecked the damage/recharge ratio in sets that have their damage concentrated in one or two powers.
Finally, there's the tradeoffs that these Blasters make in their builds just to acheive softcap defense. It's not as if they just choose the SoftcapDefenseNao power and they're good to go. In the aftermath of the changes to Blessing there are even more compromises that must be made to get a Blaster build to softcapped defense to just one position.
Archery is the perfect example here: Blazing Arrow accounts for a far larger percent of the ST damage than the tier 3 does in most of the other sets, even though collectively Archery's 3 ST attacks are roughly equivalent in single use to most other sets. ROA is similar due to being a crashless nuke.
The power concentration of those two powers means that with enough recharge you have the vast majority of the rest of the power slots to make those compromises. Something like Archery/MM is perfectly capable of being fully effective and have soft capped defense without making those compromises.
It is global recharge more than defense that is responsible for some of these things, because as noted the compromises for most sets are high enough that it isn't always worth pursuing soft capped defense. Sets that may have been designed in a certain way originally more as a novelty can now be skewed to the point the overall balancing mechanisms just don't work.
If you're going to hold firm as s developer to the Cottage Rule, these things in concert create a significant balancing problem. -
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Justaris, I tossed out the idea that Tanks and perhaps Brutes should get some inherent DDR protection on the Tank forums recently. Hopefully Castle saw it, as that is a good way for more "defensive" minded ATs to get more benefit from defense than ATs that are supposed to be more offensive. It's worth thinking about, I think.
That increases the gap between the ATs, but those toons don't really need more survivability. In fact, I would suspect going forward that all ATs will have less overall power in relation to new content simply because the IO system has created the opportunity to make a lot of it fairly irrelevant.
I agree completely that anything smelling like a "nerf" will draw more ire than it is worth. However, the only way to solve these problems efficiently is by doing such. To do it any other way only transfers the problem to another area and you really never get anywhere. -
Quote:My Energy Blaster only has 50-60% global recharge and if I can move fast enough attacking hazard zone sized spawns I'm within a second or two of perma-hasten with a Force Feedback in the each AOE power.
In regards to the Force Feedback proc post..OMG the guy reporting perma hasten with 85% global recharge..that's sick.
Thats great news! Thanks for sharing this.
It's definitely handy, particularly for the mitigation in certain team situations..........it makes that chance for knockback far more reliable because you can cycle the powers fast enough that pretty much everything can stay down. (They really should make those two powers 100% knockback, the way similar AOE powers are in other sets, but that's a post for another occasion.) With those and the cone from the Apps I have a full AOE chain with three powers, with four of them consistently fitting in the time frame of Aim/Build Up and 5 of them just fitting in the frame of one of those buffs, if I execute everything in a certain order.
Yeah, it's noticeable, to say the least. If more sets had multiple knockback AOE damage powers, it would be on the verge of broken. I'm not sure it isn't already, though most people have a far higher threshold for the term than I do.
Plant/Storm can certainly slot several, but I'm not sure how reliable some of them would be. Creepers can slot the Force Feedback proc, but with IOs working so oddly in that power I have no idea how effective it would be. I've never needed more recharge on a Plant/Storm mostly because the combination has the benefit of using the cheapest purple sets in the games with effects such as Sleeps, Confuses, Immobs, Stuns, and Holds.
There's 5 sets without even touching the far more expensive damage purples. One of the many great aspects of this combination.
I agree with Milady on this..........I use the Fly Trap more as another means of control as a distraction. On teams I don't need it for the damage, and usually won't even summon it on a team. Solo it is nice, and I keep it 4 slotted with Expedient Reinforcement.
For Achilles Heel, I like it better on Tornado than the Fly Trap. I mostly need it for hard targets and with enough recharge I can keep Tornado stacked and it can't die! Something like an AV can kill those controller pets pretty quick. Tornado is set and forget.
For the OP, just frankenslot the Fly Trap for now, making sure its damage and accuracy are sufficient. When soloing, until you get the rest of your powers, solo on larger spawns with a lower difficulty rather than the other way around. Turn bosses off if necessary. Damage should not be a big issue on teams.