ketch

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  1. ...that GG was really a very attractive lady.

    Now I'll never know!
  2. Whew, got one. I didn't think I'd ever get this aura.
  3. Quote:
    Originally Posted by Trolloc6340 View Post
    Very good information, thank you. Will I even be close to getting phantom army perma at lower levels, or is this most likely a later build scheme?

    And if I join lower level teams and you are set to a lower level, do I lose those benefits?
    That depends on the enhancements you use.

    Purples, the ATO sets, and store bought enhancements will all offer their bonuses down to level 10 (or the lowest level of the enhancement range for SBEs). Regular IOs are a bit more tricky.

    With regular IOs you will lose the bonus when you exemp more than 3 levels below the IOs you have slotted. For example, if you slot 5 Positron's Blast IOs and they are all level 50, when you exemp below 47 you will lose all those bonuses. If those IOs are level 35, you will retain all bonuses until exemping below level 32. If you have a mixture of levels, you will retain bonuses corresponding to the lowest levels. For example, if you slot 3 level 50 Positron's Blast and 2 level 35 Positron's Blast, you will lose the recharge bonus, accuracy, and resistance (for 3, 4, and 5 parts of the set) below level 47, but keep the recovery bonus (for 2 parts of the set) until you exemp below 32.

    This occasionally makes IOs below the cap more desirable though their enhancement value is somewhat lower.
  4. There isn't a "no BS" answer to this question. Every build has different needs and will take different sets to achieve them. For instance, you perceive the "need" for 3 LotG: +recharge IOs, but with sufficient slotting you could do without those. Or we could swing the pendulum the other way and you could use 5 of them.

    That said there are some sets I would recommend in pursuing your goal.

    Basilisk's Gaze offers 7.5% recharge (this bonus is separate from the 7.5% from LotG, meaning you could have 5 of each) at only 4 slots. Depending on your build, you may have the opportunity to slot 2-4 of these sets.

    Decimation offers a 6.25% recharge bonus at 5 slots; a solid choice for Spectral Wounds and the single target blast from an APP. Positron's Blast offers another 6.25% recharge bonus though you may be able to slot based on APP/PPP. Expedient Reinforcement others a third option for slotting 6.25% recharge (in only 4 slots) and is very good choice for PA thanks to recharge and an adequate choice for Phantasm. A likely build for me would have 2 sets of Decimation (in Spectral Wounds and Fire Blast, for example), 1 set of Positron's Blast (in Fireball), and 2 sets of Expedient Reinforcment (in PA and Phantasm). That would cap out the 6.25% bonuses you can receive.

    The purple confuse (Coercive Persuasion) offers a 10% recharge bonus in 5 slots and provides an extremely useful proc. If you can afford it, most definitely slot it. Many purples offer 10% recharge. If affordable, Ragnarok and Apocalypse could fit an Ill/rad build.

    The Will of the Controller set is a good choice. Uncatalyzed it provides an 8.75% recharge bonus, which is fairly unique, and a 10% recharge bonus once catalyzed. Likely you will want to catalyze it though the option is there to take the 8.75% bonus if your build is already full of purples. It's a good substitute if you can't afford Coercive Persuasion for Deceive, but avoid the proc.

    Those would be the staple sets in my build (and in many of my controller and dom builds) though there's room for variation. Red Fortune and Doctored Wounds may also fit your build, offering 5% recharge bonuses.
  5. Quote:
    Originally Posted by New Dawn View Post
    I think this discussion needs to come to an end. I do think if anyone wants to they might as well take it to a PM. I can't imagine the rest of the population of forumites sitting around reading this now, eating popcorn.

    If ya can't talk about Tanks in the tanking section then atleast do something in a place that's proper.
    Indeed. This is so far off topic to the Tank forum it astonishes me it hasn't be mod locked for allowing quibbling and arguing to continue.
  6. Quote:
    Originally Posted by Aett_Thorn View Post
    Not sure why you're seeing that. I'm able to throw Caltrops, create rain effects, and place debuff patches while hovering.
    Vet pets, the blue wisp and shield drone for example, can't be cast while flying but can be cast in the air. They can also fly.

    Like the OP I don't know why the restriction is in place.
  7. ketch

    Wind Control

    Quote:
    Originally Posted by MishiiLove View Post
    Little birdie says..


    It will be KB/KU/KD heavy power set;
    That would be unsurprising. Wind does tend to knock things over... lawn chairs, exterior decorations, trees.

    Quote:
    Soloing Based,
    That's highly doubtful. Perhaps, it would be more accurate to speculate it will be highly focused on single target damage. Though other sets that are single target focused aren't considered solo specialists, especially considering the preeminence of AoE damage in this game. Additionally, wouldn't it be foolish to base a support AT set in a MMO around a solo experience?

    Quote:
    and rumor has it as wonderfully paired with Robots MM or Ranged attack of sorts.
    If it doesn't have -kb/kd in the AoE immobilize (assuming it has one) then it would mesh with Robots, at least as well as Gravity or Electric would. However, it's a rare recommendation to see someone suggesting particular extra-AT pairings.

    Quote:
    All elements will eventually being placed into game. ^_^
    Again, not something that would surprise me. As long as they can create and sell new powersets they're going to tap into as many viable ideas as possible. With wind, control sets have most traditional elements covered though there's still smudge room for water and metal (considering Eastern elemental standards). I would hope though that we see a Trap control set first to accommodate more natural/tech origin concepts.
  8. Quote:
    Originally Posted by Kitsune_Rei View Post
    Is it hard to perma Overgrowth? I still havn't started with NA but want to soon. Still deciding what to make!
    It's possible, just not practical. It requires 325% recharge reduction to reduce Overgrowth's recharge to 60 seconds. Assuming 70% from Hasten and 95% from enhancement, you would still need 160% global bonuses. A recharge oriented Alpha slot will help ease those requirements, but you're still going to have to jump through some hoops to reach it. The minimum I can seem achieve in Mids' is 2 slotted Overgrowth with boosted level 50 IOs, Spiritual Core Alpha, Hasten, and 127.5% global recharge from IOs.
  9. ketch

    Plant/NA Troller

    Quote:
    Originally Posted by Black_Assassin View Post
    How did you work that one out?

    Afaik that build has no more that 6 or 7% def to anything
    I missed that Vorpal Judgement was adding defense that wasn't reliably there until Riora pointed that out. Taking that into account, the only defense that's built to even moderate amounts is ranged. That begs the questions why 6-slot some of these powers for range defense bonus if it it's not a build focus.

    For Spore Cloud those procs are fairly useless. They occur so infrequently and in such small amounts that unless you have other sources of end. drain or -recharge neither is worth using. I would probably suggest 4-slotting with Dark Watcher's Despair to reduce the endurance cost and increase the -to hit.
  10. ketch

    Plant/NA Troller

    Quote:
    Originally Posted by Foreverett View Post
    Ok so here is what i've come up with rather quickly, and keep in mind I haven't played a Plants/ troller before either, so if I picked up/didn't pick up a power please let me know! As far as NA goes, I really think ALL the powers are useful. I have been using them all in iTrials, and don't see myself not getting 1. Some of these are frankinslotted. You can read up on the NA powers if you aren't sure what they do. Thanks for any HELPFUL and SERIOUS feedback!
    Now that you've posted a build I can offer some advice. The first thing to say is that you're missing the forest for the trees; you've chased defenses and left essentials powers like Strangler woefully underslotted, overslotted other powers for meaningless bonuses (e.g. 6 slots of Basilisk's Gaze in Vines), and poorly utilized procs. For the most part, I will only comment on the control side of the build.

    Strangler: Single target holds are an essential part of a controllers arsenal and one of their only sources of single target damage. This needs 5-6 slots, 4 Basilisk's Gaze and 1-2 damage.

    Entangle: A good source of single target damage. I would be hesitant to skip this on a character intended to solo or destined for iTrials. In other team play, it's less useful but trial AVs make it worthwhile to have more single target damage.

    Roots: Additional duration of immobilize is rarely needed. Instead slot Roots for damage and procs. (Roots deals more damage than any other AoE immobilize.)

    Seeds of Confusion: If money is no object slot Coercive Persuasion. It offers similar, but greater, bonuses and the proc is essentially a better chance to overpower with Seeds.

    Spirit Tree: This is a power I tend to skip due to its stationary nature. It does get some consideration for AV fights. However, the amount of regen it offers seems a drop in the bucket compared to what you're gaining from NA.

    Vines: Four slots of Basilisk's Gaze will suffice here. If you boost the enhancements, the essential aspects will all exceed +70% enhancement. Without boosters you can 5 slot this power with 4 from Basilisk's Gaze and a single triple from another set. Status resistance and a minor bit of regeneration aren't worth the final slots.

    Carrion Creepers: The Force Feedback proc is a poor choice for Creepers. It will only proc on the player when the you initially cast Creepers. It may proc for the creeper vines, however, pets ignore all recharge changes so it's a wasted opportunity. Damage procs, however, are a generally good investment here.

    Fly Trap: Other than the ranged bonus, there's little reason to 6-slot Fly Trap. As you already have a great deal of ranged defense, you may find better places to spend those 2 slots that aren't contributing to recharge.
  11. ketch

    Plant/NA Troller

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I think the issue here may be few of us can envision the kind of build you want to play, under the circumstances. Most of us do not even have a full grasp of how the powers actually work and couldn't help you even if we did know. You are likely to be on your own for a while, outside of guesses. Given what you have in your hands, you should be the one telling us how these powers should be slotted, not the reverse.
    QFE.

    I don't recommend builds without a sound idea of how to play them. While somethings are fairly direct in the way they operate, there is a lot to this set that we simply have not experienced before. There's a new mechanic in Absorb. There's an area directed heal. There's an area toggle debuff (with area toggles being something we've only seen before in Dimension Shift). It's difficult to say how well any of these powers work until people have taken the time to actually use them.
  12. Quote:
    Originally Posted by Riora View Post
    No, you need mag 4, and a controller's mez powers usually have mag 3, so with the control hybrid you can fairly reliably hold bosses (though I think it's not a 100% chance for extra mag, but around 75%)
    Actually, anything over 3 points works such as Mesmerize's 3.5 magnitude sleep. I believe it's the only power with the odd half point of mez.
  13. As advertised, it does not stack.
  14. It'll be back. Next summer, for sure. I doubt there will be opportunities outside of that, much like the Winter's Gift set.

    Foreseeing this turn of events, I went ahead and stocked up enough for most characters I could imagine playing.
  15. Generally, I love to play mezzers. I don't find the system overly-complicated... until I try to explain it to someone who is fresh to the game. Then I've got to pause a moment and think about how long it took me to really start playing my controllers well, and I'll have to admit there is some learning curve. To really play the role of the mezzer well, one has to know their own powers as well as the enemies protections and the threats they pose. That, I think, is what leads to some of the satisfaction of playing a mezzer well. (When someone compliments the use of Wormhole rather than lament the knockback, it puts a smile on my face.)

    Overall, while I do enjoy the use of mez, I must admit it has it's flaws. As Redlynne points out, the ON/OFF nature of it is sometimes frustrating. I think the best example of the weakness of that system comes from the PToD, which for the most part shuts of any mitigation provided by mez 2/3 of the time. How it works on AVs scaled down to EBs is immensely annoying. I have often wished for PToD that shifted between periods of protection (immune to all but hold for 25 seconds then immune to all but stun for 25 seconds, etc. while maintaining the hole for immobilize) that would encourage smarter play than the brute force tactic of stacking 54+ mag.
  16. Agent White is correct. Fearsome Stare doesn't deal damage and won't trigger Interface.

    Also, I'll second the point made by Anonymoose. Slotted for to hit debuff, Fearsome Stare will still provide excellent mitigation even when the fear is broken. In fact, on a team you should probably anticipated that your Fear will be constantly broken.
  17. I rerolled my main to a dark/dark (from a mind/rad) and I can't attest to any rough spots. In fact, I'd rate the experience as better than average; with layers of controls, debuffs, defense and resist buffs, and healing I was usually fairly safe.

    I'm quite befuddled by your problems with the Praetorian warrior world as none of Battle Maiden's minions have special protection to fear, stun, or to hit debuff or powers that would grant them such protections and resistances. They should be a fairly straight forward affair, easier even, thanks to your build having some reasonable smashing/lethal resistances. Fearsome Stare followed by Darkest Night should pretty well neuter these mobs.

    IDF, on the other hand, will resist your stuns and to hit debuffs thanks to the Battle Orbs. I've found it best to eliminate or confuse the orbs as soon as possible when solo. In groups, they tend to get wiped out with AoEs, but if you notice them building up it's time to utilize Possess. Overall though, while IDF are more difficult than the average mobs, they didn't pose a particular risk when I played my own dark/dark.
  18. There are some solid reasons to take both of Mind's Sleep.

    As Steele noted, Mesmerize is capable of one shot sleeping bosses and AVs. Naturally, you won't be able to keep them in that state, but it's an excellent way to shed errant aggro (by sleeping the foe and allowing a sturdier teammate to wake them). Mesmerize is also an excellent way to detoggle some problem foes such as Ruin Mages who's dispersion bubble offers resistances to holds or Tsoo Sorcerers using Hurricane.

    As for Mass Hypnosis, I generally use it as the softener for Terrify and Total Domination. Unlike most AoE controls it has a 50% chance to overpower, which can significantly reduce the return fire if used before Total Domination. It can be used similarly, though slightly less effectively, with Terrify to ensure that they enemies not stricken by fear do not begin firing on you. Aside from that use, it also serves well to delay ambushes and to shed aggro to sturdier teammates.
  19. Quote:
    Originally Posted by Cal_Naughton_Jr View Post
    Experienced Dominators:

    Any thoughts on pairing Mind Control with Martial Assault?
    In addition to some of the conflicts Snowzone mentioned, I would be concerned about the damage procing from Envenomed Blades. Ticking toxic DoT would certainly interfere with the sleeps (as you can witness with Interface procs), but it may also provide more opportunities to strike back from Fear as opposed to a flat burst of damage.
  20. Quote:
    Originally Posted by Tater Todd View Post
    I might have to look at the set in the vid again....it seemed underwhelming...but I'm comparing it to the blaster version which is OH so beautiful.

    With the Dom version the powers that I liked the most was Caltrops and the exploding shuriken.

    EDIT: Here's where the vid starts on the topic of dominators.

    http://www.youtube.com/watch?feature...Vios6I#t=2036s
    I'm pretty much in the same boat. The blaster set has a lot of interesting things going on that make the dom set a little bland by comparison.
  21. ketch

    Domiqueries

    Quote:
    Originally Posted by BrokenFace View Post
    so the questions go as such
    1. Is there anything I can CC as a dom that I couldn't as a troller?
    2. What are the most survivable dom primary/secondary combos?
    3. Is there anything that goes disgustingly well with ice/ or earth/ ? I need to make A character that's based on the elemental order back and gloves and shoulders.
    4. are there any major troller/dom differences besides "you want permadom"?
    1. As a controller, you're not likely to lock down an AV on your own. It is, however, possible on a high recharge, perma-dom. Mind control is notable for the fact that you can perma-confuse an AV before engaging the fight and its fast activating single target hold makes it easier to actually stack enough holds to hold the AV.

    2. Most control sets perform around the same level with a few exceptions. Plant, for instance, has a faster, longer duration every spawn control than most sets. Earth has a very good AoE hold and some extra AoE control in Earthquake. On the other end of the spectrum is Ice (limited benefits from Domination and an every spawn control that is often negated by others' immobilizes) and Gravity (for its late blooming nature).

    3. For Earth, I like Fiery Assault (and Ice Mastery). That couples strong control with better than average damage. I also find Fiery is one of the better sets to be played at range, which meshes well with Earth. For Ice, I recommend Psionic Assault. Psi offers some additional slows to stack with the effects from Ice and has two powers that will have you in melee range often, Drain Psyche and Psychic Shockwave, which plays well with Arctic Air.

    4. The playstyle is quite different. As a controller, you are constantly reapplying your controls for damage. As a dom, you'll lock things down then use your secondary for damage. The most notable way this plays out is how some controllers spam their AoE immobilizes for damage. A dom generally has better options than the aggro generating DoT of an immobilize.

    Quote:
    Originally Posted by MisterD View Post
    I dont think there are many bad dom combos. Maybe some are a bit..less..suited together. Things like mind/energy, mind fire, plant/anything (with broken SoC). Oh besides Grav..I heard that was still not great on doms. Sets like mind, dark, earth and plant have excellent aoe controls as well as ST. Any dom can easily lock dom bosses, but its the other stuff that can kill you, since you have no supporting powers like a troller.
    Grav isn't bad. It does have a rough start up thanks to Wormhole coming in at level 26. After that though you've got a mag 6 aggroless stun. In order to mitigation the knockback from Wormhole, it does take some careful aiming (Hover helps) or you can simply move ahead of the group to lockdown the next mob (easily done thanks to WH being aggro-free) with annoying teammates.
  22. Burst of Speed looks like the kind of power I've been dreaming of for quite a while. Ki Push is interesting, though the repel seems a bit long. (I'd probably prefer a 1 second Repel and a higher mag knockback.) Inner Will appears quite handy. Overall, the Blaster set looks more interesting to me than the Dom set. I could really see Burst of Speed meshing well with some Dom primaries; it's a shame they won't get it.
  23. ketch

    Illusion dom

    Quote:
    Originally Posted by Mad Grim View Post
    I'm curious what you're talking about with the stealth nerfing. What two changes?

    Only thing I can think of that directly changed PA was making Hami able to kill them.
    They also take damage from quite a few things in iTrials such as the explosions from crates/vats in the Lambda and Marauder's nova fist thing.
  24. Quote:
    Originally Posted by Mad Grim View Post
    Only certain stealth powers decrease threat level. For instance, Group Invisibility doesn't, but Superior Invisibility does. I don't know whether or not the stealth IO would, but I'd guess no.
    Group Invisibility does reduced threat level and, unlike Superior Invisibility or Super Speed, its reduction in threat level does not suppress.
  25. Quote:
    Originally Posted by Tater Todd View Post
    Full Auto, Buckshot and Flamethrower are all awesome though...I don't know...maybe I should give it another go.
    I'm actually finding it a bit easier to use than Fire Breathe. The damage/range enhancement from Posi's Blast makes Night Fall's range almost 70 feet which pairs up pretty well with Fearsome Stare. If you're playing a primary that really favors range like Mind or Gravity, Night Fall might be an easier power to mesh with the style than Engulfing Darkness.