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  1. Quote:
    Originally Posted by Riora View Post
    I think you misunderstood what I said... Conductive Aura doesn't need more slots, it can do with less. Accuracy, for example, is almost a completely negligible concern - farsight gives you tohit. Powerboosted farsight, as you have it, gives you 20% tohit.
    CA doesn't need to hit one enemy reliable (like Tesla Cage needs to), it just needs to hit the majority of things in a group, which is why I think those two slots you spent on accuracy are better in Stamina (For 4-slotted perf shifter) and Health respectively (to have both the numina and miracle proc)
    CA has been essential in both sapping and maintaining my endurance. As most of the time post-50 will be spent going against enemies that are +3, I'm not ready to short change it on accuracy. Having done a test run tonight, moving to sets and out of the mixture of low level IO's and SO's, I'm much less concerned about endurance consumption than I initially had been. Conserve Power and Chrono Shift are covering endurance needs very nicely.

    Quote:
    Out of curiosity, what's your planned interface?
    Most likely Reactive, simply for damage and -resistance. Though I am interested in Preemptive for more sapping (particularly the chance for -recovery) and Cognitive for the chance to confuse.

    Quote:
    Actually, it will. As I said, I have an Elec/time, and she holds AVs even during PToD.
    What attack chain do use to achieve this? TC > TS > Time Crawl? Even with a very high recharge Mind dom, I've only very rarely broken through PToD before the team beats the AV.

    If I do drop Jolting Chain, I may go with Time Stop over Paralyzing Blast. The extra -regen is always helpful and the ability to quickly stack mag 7 could come in handy for UG trials where EBs are very frequent.

    Quote:
    Yes, I do not dispute the usefulness of TS, but I meant what I said - it's overslotted for regen, it needs only recharge imo. Elec/Time is a very slothungry combo, and there's not much room for setmuling - those slots are needed elsewhere, for example, in tesla cage.
    I may relocate two slots from Hasten, since it is perma with one slot, to Tesla Cage. (I didn't realize I had reached perma-CS which makes this possible with Spiritual or Agility.) A bigger concern than Temporal Selection is Farsight, already perma without any recharge slotting. I could easily drop the Red Fortune set in favor of two Enzyme Exposures as Boomie does in his build, freeing up slots and securing better tohit bonuses. I may use those slots as suggested above for slotting Health and Stamina.

    Quote:
    Sapping capabilities are immensely improved by an alpha that has an end mod component - which is why I lobbied for musculature. It will improve an area in which you are significantly lacking while boosting your sapping (and endurance management). Agility, giving recharge and miniscule defense, will not give you much benefit, since you are already at the point where more recharge doesn't do much anymore, while the defense boost is tiny and negligible compared to the defense you already have.
    Quote:
    Originally Posted by Boomie View Post
    I'll second basically everything Riora said except for the alpha part. Before agility came out I was just going to get spiritual on my Elec/Time to get perma CS but I'm hard pressed to figure out which to take. Both are awesome but the extra end mod and +def from agility can give a build a little more breathing room. OTOH spiritual will boost regen and healing plus give slightly more +rech.

    Here's what I was planning for mine but I just may rework the build with agility in mind.
    http://boards.cityofheroes.com/showp...8&postcount=70
    With some alterations to my build, I think I may have to go with Spiritual to maintain perma-hasten and Chrono Shift. However, it does allow me to make some of the changes that have been suggested. Here is my build with some revisions:

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(11), Dmg-I(39), HO:Nucle(40)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb(15)
    Level 6: Chain Fences -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(46), Efficacy-EndMod/EndRdx(46), Efficacy-EndMod/Acc(48)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(9), EndMod-I(9), Acc-I(11)
    Level 10: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(21), Dct'dW-EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
    Level 12: Hasten -- RechRdx-I(A)
    Level 14: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Sleep(17), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(19)
    Level 16: Boxing -- Acc-I(A)
    Level 18: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-Rchg/Hold(23), BasGaze-Acc/EndRdx/Rchg/Hold(23), Lock-%Hold(25)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), GftotA-Def/EndRdx(34), LkGmblr-Def/EndRdx(46), GftotA-Def/EndRdx/Rchg(36)
    Level 22: Time Stop -- BasGaze-Acc/Hold(A), Lock-Acc/Hold(39), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25), S'fstPrt-ResKB(27)
    Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(27), CoPers-Acc/Conf/Rchg(33), CoPers-Conf/Rchg(33), CoPers-Acc/Rchg(33)
    Level 28: Farsight -- LkGmblr-Rchg+(A), HO:Enzym(29), HO:Enzym(29)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), GftotA-Def/EndRdx(34), GftotA-Def/EndRdx/Rchg(36)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(37)
    Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(37), Acc-I(48), RechRdx-I(48)
    Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod(42), RechRdx-I(43)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
    Level 47: Power Boost -- RechRdx-I(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 50: Reactive Radial Flawless Interface
    Level 50: Spiritual Radial Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(31), Numna-Regen/Rcvry+(31)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), P'Shift-EndMod/Acc(31), P'Shift-EndMod/Rchg(39)



    Code:
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  2. Quote:
    Originally Posted by Scythus View Post
    Here's the thing about damage in video games: it will never make sense, especially when hit points and health bars enter the equation. If you want more realistic, consistent damage, play Call of Duty, not City of Heroes.
    So don't complain about the mechanics? Don't complain about the writing? Go play something else?

    Very constructive and surely an attitude that will contribute to this game's longevity.

    Quote:
    Originally Posted by Kitsune9tails View Post
    This begs the question: is this a big enough deal to warrant the time, cost and effort to fix?
    I'm not sure what the devs feel is worth their time. More importantly though, this thread and many others should be an indicator that they need to work on their presentation. If they don't feel its worthwhile to revamp things, they need to be better attuned going forward.
  3. Quote:
    Originally Posted by Scythus View Post
    And, if rocks are higher damage, so what? Rocks hurt in real life too. Many a kid has earned a concussion from a rock fight.
    Suspension of disbelief? Yes, it's a video game and, yes, it's a comic book genre. While many a concussion has been given by a rock, it's also true many a person has been killed by an explosive weapon. When suspension of disbelief is stretched too far and the story and setting become inconsistent that's a problem whether it's a game, a movie, a book, or what have you.
  4. Quote:
    Originally Posted by Scythus View Post
    No, it's probably that you're curbstomping the Seers more handily inside than outside. From what I've seen, it looks like people are actively ignoring the Seers outside in hopes to spped up their public opinion, thus letting their debuffs build up.
    There are no Seers inside. The 4-6 Seers outside (depending on your league size) apply a zone wide debuff to everyone inside and outside the buildings. Watch below your health bar and you'll see their Pacification is still working indoors. Generally, I've seen leagues do better having everyone inside to expedite the defeat of Technicians because many people can't survive the assault outside with even 2 or 3 Seers standing... because, as already noted, high base damage on rocks.
  5. Quote:
    Originally Posted by Scythus View Post
    Well, you are fully free to reject her suggestion (I liked it personally), but it doesn't change the fact that mechanically, it is the stacking debuffs of Seers that're kicking your ***. If you don't want to get beaned by a rock and insta-K.O.ed, kill the damn Seers.

    Seriously, it's like you people have completely forgotten how godly powerful buffs and debuffs are in this game.
    Those debuffs still apply inside the buildings. Why aren't the IDF weapons one shotting people as often? High base damage on a freaking rock.
  6. Quote:
    Originally Posted by Hqnk View Post
    It sounds like more advanced version the "fake damage" Illusion Controllers inflict.
    I think that would be a brilliant solution. Let it reheal after a certain amount of time just like Illusion's damage.
  7. Quote:
    Originally Posted by Wing_Leader View Post
    I have two thoughts regarding Silver Gale's rationale:
    1. Trying to contrive an in-game explanation will always fail in the face of other competing, contradictory in-game concepts. Am I to accept that the Telepathist's powers of suggestion are so strong that they can get my powered armor toon to spend five minutes removing his Impervium Armor battlesuit? Or that said powers of suggestion can somehow "convince" a mutant this his inherent powers don't work anymore? I'm sorry, but that dog just don't hunt.
    2. These same Scryers are found in abundance in Praetoria in the Maria Jenkins arc. These Scryers are not hanging out with mere normal citizens, but with large mobs of ACUs, BCUs, Mark VI Victorias, Heavy Troopers, Commanders, etc. If you think a handful of unpowered citizens armed with rocks are a legitimate threat when presided over by a single Telepathist, then no toon in the game would be capable of standing up to the mobs in the Maria Jenkins arc for more than about five seconds.
    I'm sorry but the conceptual disconnect between the enemies and mechanics in the 1-50 game and the very same enemies and mechanics in the Incarnate content is fast becoming too wide. I recognize that the devs need to make the Incarnate content more challenging, but I think the way they are going about it is highly dubious.
    To further expound on this problem, while the Seers debuff may make some sense as them invading our minds, it doesn't explain why this lack of morale only takes effect for the citizens. We are so demoralized that a stone causes a great amount of damage, but step inside the buildings and we're taking damage from RPGs and energy weapons at the same rate. The gap from stone to weapons is just too small.
  8. Quote:
    Originally Posted by Riora View Post
    Hm... looking over your build, and keeping to the goals you outlined, these would be my suggestions:

    For your endurance management, you 4-slotted conductive aura but not Stamina? And no miracle proc? That'd be your problem right there. CA is fine with just one slot, 4-slot stamina with perf shifters. Add a miracle proc. A sidenote on the perf shifter proc, do not put it into conductive aura. Ever. It won't benefit you, it'll actually proc off enemies. I know you didn't slot it, but Joe did, so I thought I'd mention it. Did you pick up the +end accolades? They will help a lot.
    Good call on the Miracle proc. I should switch the Numina in favor of that. As for Conductive Aura, frankslotted with 4 slots puts it 91% enhancement for accuracy and end mod, hitting the point of diminishing returns with ED. Further slots won't contribute much in that regard.

    Quote:
    Hasten doesn't need 3 slots. It is almost perma with 1 (! 123 seconds with the base slot)

    Slotting Jolting Chain with damage is a waste (Base DPA: 4,5. Enhanced DPA: 9) I would drop it entirely in favor of Electric Fence, slotted as an attack. Jolting Chain is useful in the lower levels, but I find I do not use it at all in the high levels, especially since the gremlins get it. This should considerable improve your damage.
    If you do keep Jolting Chain, slot a devastation: Chance for Hold proc. It's awesome.
    I had really debated on whether to keep Jolting Chain or not. I'm awaiting unlocking Interface before I decide one way or another. I did like it both for knockdown mitigation and the -100% recovery on the first target, but I can see dropping it from my build if Interface isn't as promising as I hope. In the case, that I do Paralytic Blast will likely take its place.

    Quote:
    Drop Distortion Field in favor of Paralyzing Blast or Timestop. Both are far more reliable control, either AOE or ST - Timestop is great when fighting an AV. With it you can hold AVs LIKE A dom BOSS (Woe is me, I don't know the strike-through forum code)
    I can see the usefulness of a bit more -regen on an AV, but having an additional hold here isn't going to let me break the PToD, especially with the slow activation on Tesla Cage. Static Field and Distortion Field, on the other hand, can stack -95% recharge on the enemies, enough to floor the recharge of +2 enemies.

    Quote:
    Tough needs more end reduction.

    Switch the slotting in Gremlins from Expedient reinforcment to call to arms.

    Temporal Selection is overslotted, imo, it's fine with one slot.
    I did use Temporal Selection as a bit of a set mule, but I do feel it needs recharge. It's not good as good as Fortitude, but a bit more useful than Forge, IMO. The regen it offers is probably the least appealing effect (though that's what my slotting enhances); it's real value comes in the additional recharge and damage. Damage dealers will love having this on them and in the event that there aren't many of those another buffer with long recharges will benefit from the recharge boost.

    Quote:
    Tesla Cage DEFINTELY needs more slotting. With it being your bread and butter power, it needs better accuracy, and damage slotting would be good as well. 1 Nucloleous + 1 pure damage IO, perhaps.

    You could add one more slot to Weave and Maneuvers respectively, and slot 1 lotg recharge and 4 Call of the Ancient for +max end bonuses.
    I may shift the slot from Distortion Field after I see how often the +2 mag proc fires there. I do dislike having so little accuracy in my single target hold.


    Quote:
    What's your budget for the build? I see the glad proc, but no purples...you know how pricey that glad proc is, right? :/
    I've got the purple confuse and sleep sets both slotted. As for the pvp IO, I've bought them in the past using Hero Merits and Empyrean Merits. With the new trials, it's even easier to acquire: a short Keyes and a MoM, TPN, or UG and I can obtain 4 merits a day... just over two weeks to get the IO.

    Quote:
    Your defense is not actually capped. You need 22,5% defense aside from powerboosted farsight to get to the cap. As it is, only your ranged defense is capped.
    Ah, I see the mistake in my collections. When calculating the difference from Farsight's base ability to its PB'ed/Clarion boosted bonus, I was simply toggling incarnate powers on and off, using a base defense of 14.99% without the alpha slot instead of the proper 16.07%. With Agility or Nerve in the Alpha slot, I'll begin at 37% defense, 22% from the incarnate cap. With PB/Clarion I'm gaining an extra 19.02% from Farsight, 2.98% short of the Incarnate cap. There's also the gap between Farsight's 120 second duration and Clarion Radial Epiphany's 180 second recharge.

    With careful management, I can be very near the Incarnate softcap 2/3 of the time... still impressive, but a disappointing realization.

    Quote:
    Phew. So yeah, that's the potential improvements I see when keeping your stated goals in mind. However, imho, and speaking as someone who has an Elec/time as one of her favorite toons, I would not aim for the softcap. You are a controller, you don't /need/ defense. 32,5% is perfectly survivable (especially with Time's Juncture effectively capping you as it is), even in stuff like itrials. By going for the softcap, you've constrained yourself to the energy mastery pool for PB, severely gimping your damage. Defense is easy to come by with buffs and inspirations flying around. A good attack chain is not. I'd say go fire mastery - the two attacks, along with the res shield and the self rez. This would also improve your endurance quite a bit, since you won't have to run as many toggles.
    Bear in mind, that not only does PB/Clarion bring softcapped defenses for myself, but it means 11-19% more defense for the team or league, almost as if stacking an extra Farsight. It also increases my ability to sap, debuff via Time's Juncture, control and heal. Because of the discussion about softcapping, it is easy to lose sight of the other contributions that Power Boost makes in regard to support. Softcapping was a primary reason for taking the Primal APP, but there are, I feel, other significant benefits.

    A bit of an aside: Controllers are a wonderful AT because they can encapsulate many different design goals, so while damage output is one possibility, survivablity, control, and support are also worthwhile pursuits. I think we at times over-value the importance of damage on the boards. There are enough other venues for damage that it need not be the focus of every build. If I wanted to play a control/damage or damage/support role there are other AT's available that can achieve those goals easily. I don't feel that the damage contributions I could make with the purposed changes are nearly as significant as what it is capable of in terms of support.

    Quote:
    EDIT: Forgot about incarnate powers. Clarion is a wonderful choice for any squishy, but for alpha, I would definitely not take Agility, even though it would help with sapping. With perma-chrono recharge, you are fast approaching the point of where more recharge doesn't really do anything, since recharge is subject to a harsh diminishing returns curve. Defense boost is nice, but it is miniscule (around 2% to everything) and...as I said, I find reaching the defense cap on a troller not that important. My vote would go to musculature radial for both the +damage and +end mod boost
    I may also consider Nerve. As you had pointed out, there are a few places in my build that would benefit from more accuracy. The end mod boost was attractive in Agility, but I will have to play it by ear to see how my sapping abilities are.
  9. Only the first, subsequent jumps are made by an invisible pseudopet.
  10. Quote:
    Originally Posted by Psychic Guardian View Post
    People who know me tell me I play PG like a blaster. I used to hate playing him because everything about the powers were lackluster. Then I switched all his ST attacks from mezslotted to damageslotted and he'd never been more fun .

    I've heard, and see from how much it's avoided in this thread, that Psi mastery must be one of the worst ancillary sets available. But I really want PG to have PsiNado and WoC lol .
    I wouldn't say that Psi Mastery is a bad APP. It just happens to be a incongruent choice for your primary and secondary. Primaries like ice, fire, and elec or secondaries like radiation that rely on toggles find a lot of utility in Indomitable Will, and play in melee which meshes with WoC. On the other hand, Mind tends to play at range and Force Fields offers adequate mez protection. Then there's the DOT nature of Psionic Tornado breaking sleep... It's really more a matter of a poor pairing than a defect in Psi Mastery.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    That IS really weird IMO. I don't even really know what to say about it. When you play Force Field, you put at least some defense boost into the shields; this is pretty much a cardinal rule. There are some concept builds that might not do this, but for a standard FF build, other than the LotGs for the +Recharge, I would consider any FF build that didn't have at least some defense slotted to be marginal. I'm not hating on your build or anything, but I do honestly wonder about the creditentials of the people you've been asking to look over your build. Especially if they've been saying to skip Confusion.
    I've went very light on slotting Force Fields before. The difference between using, for instance, only the LotG: +Recharge IO and two generic Defense IOs is only about 4%. That's a considerable amount in the power, but overall it's not something I'd sweat about if it's interfering with build goals. Slotting in Insulation and Deflection Shield used to be much more important when you could easily drain your endurance by shielding the team. Of course, I'd also say to use those slots in your shields loooooong before you slot anything in WoC.


    Quote:
    Hopefully you will be happy with the build, although again I think what you've got is highly unusual. I'm not trolling you but just FYI I feel your build is almost to the point where I think some teams who were aware of your slotting would be highly skeptical and possibly even kick/not invite this character. S/he is a Force Fielder with weak shields and poor personal defense, and a Mind Controller with no ability to stack Confusion, no stealth, and all Psi damage. Basically, you've bypassed some of the main reasons to roll either set.

    If you mostly solo, or stick to a small group of players, or just run with people who don't care/play mostly concept I think you'd be mostly fine, but in the interest of honesty I think your build underperforms. I hope that doesn't come across as elitist or nasty, I just feel it necessary to share since we are talking about a build evaluation, and sometimes other players who aren't part of the conversation decide to copy builds from the boards. In the end no one can tell you whether a build is 'right' or 'wrong' because all of it is subjective, although I think for all the money being spent on this build it comes up short in a lot of ways.

    If nothing else, I'm going to suggest that if you decide to PUG, not telling anyone out loud that you plan to control enemies using World of Confusion. This really would set off a lot of alarms for people who are looking for skilled players. Maybe you are in fact very good at playing your character, but that is still a pretty big red flag.
    I'll echo what Tex has said. Ultimately, it's your character and playing it the way your enjoy is top priority. However, I think there's definitely a route to take that will let you play more blastery with more safety. I'd suggest looking into build up some ranged defense, for example. In the long run, I think you could reach a higher level of performance that you might enjoy more if you're willing to let go of some of the specifics that you've grown attached to. (I'm looking at you WoC. >:| )
  11. Quote:
    Originally Posted by Just_Joe View Post
    My suggestions
    And your reasoning? I noted that I wasn't terribly concerned about damage, but your build sacrifices substantial defense and resistance from the one I posted for just that.
  12. I'm working on my elec/time currently and soon I'll reach level 50. This is one prospective build I've been working on, but I'd like a little feedback. Right now, I'm leaning towards the Agility Core Paragon and Clarion Radial Epiphany to help boost my defense a bit higher for Incarnate content though I don't believe it will reach 59% even with a PB'ed/Clarion boosted Farsight. However, Time's Juncture will help make up that difference a bit. I may go with Preemptive Interface for even more sapping ability.

    Some of the pros and cons:
    + Capped to all types and positions with Power Boosted Farsight
    + 45% softcap with 60% smashing/lethal resistance
    + perma Farsight and Hasten (with alpha slotting)
    + very strong sapping ability when PB'ed
    - endurance usage is high, relying on Conserve Power and Chrono Shift to help manage end issues
    - lack of AoE hold
    - damage is low
    - no travel power

    I'm not terribly concerned about the lack of damage; my focus was support, control, and survivablity, but it could be an issue. Endurance usage seems poor on the graphs, but I've been managing okay with Chrono Shift and Conserve Power so far though encountering heavy slows could complicate that.

    Hero Plan by Mids' Hero Designer 1.951
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Time Manipulation
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(11)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
    Level 4: Time's Juncture -- DarkWD-ToHitDeb/EndRdx(A), DarkWD-ToHitdeb/Rchg/EndRdx(13), DarkWD-Rchg/EndRdx(13), DarkWD-ToHitDeb(15)
    Level 6: Chain Fences -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(43), Efficacy-EndMod/Rchg(43), Efficacy-EndMod(46), Efficacy-EndMod/EndRdx(46), Efficacy-EndMod/Acc(48)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(9), EndMod-I(9), Acc-I(11)
    Level 10: Temporal Selection -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50), Dct'dW-Heal/EndRdx/Rchg(50)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(40)
    Level 14: Static Field -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Sleep/Rchg(15), FtnHyp-Sleep(17), FtnHyp-Acc/Sleep/Rchg(17), FtnHyp-Acc/Rchg(19)
    Level 16: Distortion Field -- BasGaze-Acc/Hold(A), Lock-%Hold(39), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 18: Boxing -- Acc-I(A)
    Level 20: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(46), S'fstPrt-ResDam/EndRdx(21)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23), GftotA-Def/EndRdx(23), GftotA-Def/EndRdx/Rchg(36)
    Level 24: Jolting Chain -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(25), Decim-Dmg/Rchg(25), Decim-Dmg/EndRdx(27), Decim-Acc/Dmg(34)
    Level 26: Synaptic Overload -- CoPers-Conf/EndRdx(A), CoPers-Conf%(27), CoPers-Acc/Conf/Rchg(33), CoPers-Conf/Rchg(33), CoPers-Acc/Rchg(33)
    Level 28: Farsight -- LkGmblr-Rchg+(A), RedFtn-Def(29), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), GftotA-Def/EndRdx(34), GftotA-Def/EndRdx/Rchg(36)
    Level 32: Gremlins -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg/Rchg(37), ExRmnt-Acc/Rchg(37)
    Level 35: Slowed Response -- Achilles-ResDeb%(A), AnWeak-Acc/Rchg(37), Acc-I(48), RechRdx-I(48)
    Level 38: Chrono Shift -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(42), Efficacy-EndMod(42), RechRdx-I(43)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResKB(45), ImpArm-ResDam/EndRdx(45), ImpArm-ResDam/EndRdx/Rchg(45)
    Level 47: Power Boost -- RechRdx-I(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 0: Freedom Phalanx Reserve
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Portal Jockey
    Level 50: Musculature Radial Paragon
    Level 50: Clarion Total Radial Invocation
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(19), EndMod-I(39)



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    I look forward to any feedback.
  13. ketch

    Spoilers dammit!

    Nightmare Moon is really Princess Celestia's sister, Luna!
  14. I'd say it's definitely worth it, especially with the prevalence of all boss spawns and EB's mixed into Incarnate content.

    Also, an important thing to consider in this is that Volcanic Gasses spawns multiple pseudopets with a small AoE hold. Each time one of the pets spawns and uses its power it will be another opportunity for the proc to fire.
  15. Quote:
    Originally Posted by Samuel_Tow View Post
    Almost everything I've said in relation to Incarnate Trials has been to the effect that we shouldn't be fighting one big bad guy who's stronger than all of us combined. If we must be reduced to a faceless mass of goons, then the only decent reason for this is if this is a war and we're fighting an equally faceless mass of goons on the other side. If we need to fight as an army, then have us fight an army. Don't have us fight one guy who's god-modding.

    Like I've said a thousand times before - it's not a question of numbers. It's a question of presentation. It sucks when I get killed by a punk with a baseball bat, but being killed by a giant eldritch demon? Yeah, I can see that. Maybe a robot of war isn't that scary, but a whole platoon of them? Yeah, I can see how they'd be dangerous. Presentation, presentation, presentation.
    Spot on, Sam. This is exactly the issue that was raised with the Malta in the Tin Mage TF. They were just guys with guns while the players had just taken their first sip of Incarnate power. The players are a super powered force that needs to be facing off against a super powered threat. Those big robots in the Warworks are a nice start. Giant monsters like the Avatar of Hamidon are acceptable. A brain-washed army grunt? Nope.
  16. Quote:
    Originally Posted by DreadShinobi View Post
    My only issue with MoM is how easily one person can grief the entire trials chance for success by simply using knockback abilities. I'd arguably say its worse than the way targetted/lethal force works in UGT. The Storm Voids in stage two and the GMs in stage four need to be immune to knockback (and repel). If a GM gets knocked away right before it dies in stage four it can mean entire failure of the trial, and its far too easy for one person to do this, knowingly, unknowingly, or accidently. Otherwise the trial is fine.
    NO. That is all.

    Well, no, that's not all. I actually use knockback to manipulate the Voids and GMs into place and think it's a reasonable tactic to have available. But let's look at another example of how a single individual can cause a trial to fail: taunting Marauder in the Lambda trial. If someone wittingly or unwittingly taunts him outside the gate, the trial fails. Yet no one suggests to remove the ability to taunt him.

    It's already annoying that they've removed the ability to knockback the Telepathist in the TPN. Knockback doesn't have a lot of opportunities to shine and it's a shame they've already stripped one away.
  17. Quote:
    Originally Posted by Psychic Guardian View Post
    Like I said the whole purpose of the respec is concept. I think I'd enjoy mace mastery summoning a spider on my signature hero less than the ice I'm getting rid of
    The spider isn't a necessary power (though it is nice, especially with high recharge). You've still got a nice shield, a decent AoE, and a single target debuff. For a magic character it even makes a decent wand.

    As for the your defenses, you've reduced the enemies base chance of hitting you from 1 in 2 to about 1 in 3. That falls into a noticeable range. For resistances, it seems like you'll be paying a lot of endurance for very little mitigation. Compare your endurance usage and recovery with Tough and Mind Over Body toggled on; it's not looking too keen. Indomitable Will would at least plug two of the mez holes left by Dispersion Bubble.
  18. Quote:
    Originally Posted by Psychic Guardian View Post
    I always hated the ST confuse(while leveling) because you don't get rewards for confused kills. Another perk I found with WoC is that it'll benefit from interface, which happens to have another chance-to-confuse to stack since WoC does do damage(although tiny), and also the damage half of the interface proc, to stack with the IOs put into it, hopefully hitting anything that gets near melee hard for me .
    If any enemy deals 50% of the damage you're still getting 80% of the xp. That's a good deal in my book. I've tried WoC on an Ice/Rad and, despite being very melee oriented, never found it worthwhile.

    Quote:
    I prefer defense too, but in my journey of trying to make the character more fun to play I had to sacrifice weave and I traded Ice Armor(god I hate having my main wrapped in that) for the Psi armortoggle.
    I'm with you. Ice and Earth both ask you to sacrifice appearance for performance. Mace Mastery though has a nicely subtle effect in its armor, offers some more AoE. and has a pet that could survive nicely with bubbles. It is a bit of a trek to redside and back to get it though.
  19. I personally would advice you to take Confuse over World of Confusion. It has a very small radius and rolls a tohit check. The only reason to ever take it, IMO, is as a mule for the purple confuse set, but you already have access to a better, more useful power in Confuse.

    As for resistance... personally I have always preferred defense. The problem with resistance is that it will only defend against that type. So high smashing/lethal resistance will only help reduce damage from those portions of an attack, which still leaves a lot of damage to get through in other forms. Now smash/lethal defense will block all the damage from an attack that is, for example, smashing/energy. Defense is, of course, subject to fits of bad luck via the random number generator but over all I find it more reliable on a low HP AT. The two APPs that could help you reach that goal, Ice Mastery and Mace Mastery, also have some powers that may be useful as well.
  20. Quote:
    Originally Posted by fallenz View Post
    Like Malestorm's pistols? yeah that went over so well GG...
    Exactly. Or those epic bits that many people weren't happy about being locked behind Empyrean merits.
  21. Quote:
    Originally Posted by Golden Girl View Post
    The rewards and time-gating for the 2 paths can be adjusted until they're at the right balance for the Trials.
    Riiiiight...

    Like they've adjusted merit rewards on TFs. Eventually something will be left to languish away from player interest. Attempts to herd players away and toward certain ways to play have not only been ineffective, but will eventually become destructive to maintaining the playerbase and community.
  22. Quote:
    Originally Posted by Golden Girl View Post
    There will be enough time-gating to make sure the solo progress is slower than the Trials, even with a very efficient team.
    This works on the assumption that people won't flock to the small team/solo path. If people do less frequent trials even with greater rewards it may not be able to keep pace if the majority prefers the small team path.
  23. Quote:
    Originally Posted by Lycantropus View Post
    From everything I've read, I always got the impression that the Shadow Shard is what little is left of the dimension Rularuu was devouring before the Midnighters stopped him at the threshold to our world. Trapped here weakened, and after a fashion, discorporated... he remains in what's left of the dimension he was about to finish off before coming to ours. That's why there are some actual living natives still around amid the after-images of those that weren't so lucky.
    Those living natives claim to be descendents of citizens of Paragon City (see the Sara Moore TF). This leads me to believe that Rularuu either consumed a small portion of Primal Paragon or that whoever fashioned the Shard did so with a piece of the city. It could be another Paragon, but they are familiar with many of the things in our dimension, i.e the Prince of Brass a.k.a. Nemesis and the green-eyed Cult a.k.a. the Circle of Thorns.
  24. Quote:
    Originally Posted by Venture View Post
    Over the years, different developers have given different answers about the Shadow Shard. It was created a long time ago by people who aren't at the company any more. It would not surprise me at all to find out that no one left at Paragon Studios actually knows what the deal was with it. Earlier remarks vacillated between claiming the Circle of Thorns was responsible for trapping Rularuu and stating Rularuu trapped himself thanks to the whole split-personality thing. Now the Midnighters are getting wrapped up in it, further obfuscating matters.
    The Circle of Thorns have also been know to posses the Malleus Mundi, Hammer of the World, which holds the power to reshape reality and pop holes in dimensional barriers. That seems like the perfect weapon to use against something that may be a dimension itself.
  25. Quote:
    Originally Posted by Rabid_M View Post
    It's quite possible that while they did make "The Shadow Shard", they made it out of something else. It may be a part of another reality that was destroyed/being destroyed by Rularuu, a part of the Astral Plane, or a dozen other possible things. It may even be several of those things bound together.

    This could explain a lot of the oddness about it that doesn't seem to make much sense.
    I like to think of Rularuu himself as a Farnsworth Parabox.

    At any rate, it's note worthy that Lanaru the Mad is the one held responsible for shattering the Shadow Shard by pulling himself free of Rularuu (brought up in Faathim the Kind's TF). The mental instability of Rularuu seems directly related to the shattered nature of the shard. Beyond that, we also know that Faathim and Lanaru both forged places in the Shard, the Chantry and Storm Palace respectively.