ketch

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  1. Quote:
    Originally Posted by StormDevil View Post
    If I'm reading the wiki notes correctly...you can now take just Tough and Weave, without the T1 prereq?
    My understanding is that you can take Kick or Boxing then straight to Weave, but before you choose Weave or Tough you must have either Kick or Boxing.
  2. ketch

    Illusion dom

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I agree with you. There would be a deafening amount of screaming about it, most likely. But IMO the army should be both buffable and killable as a normal pet. (Your enemies, after all "believe" that you can buff and heal the army, and that they are possible to kill.)
    I'd gladly trade off the unkillable PA for a buffable PA, but I'm coming from the bias of playing an ill/kin.
  3. Quote:
    Originally Posted by Katura View Post
    Ok just a thought if anyone could help would the controller set do well in spectral Terror, then put 4 basilisk gaze and something else in blind?
    Generally, I'd say no. Spectral Terror really doesn't need much enhancement at all. But you've butted up against that 6.25% recharge bonus a few times in manipulating this build.

    I was about to suggest moving those slots to Howling Twilight, but Mid's indicates it can't take the WotC. That kind of strikes me as odd as the stun is one of my primary uses for the power.
  4. Why confuse powers offer a longer duration is a good question. However, I think the answer to that is tied up in very old design. With only Mind and Illusion having confuse powers, it was easy to cite their lack of every spawn hard control as a consideration. Carrying that duration over for Mass Confusion, I think, was done for a lack of a better idea and it still left MC performing far behind sets that could summon multiple castings of their pets at the time. Then, over time, a variety of changes occurred that boosted MC's relative performance: the loss of multiple pet summons, the nerf to AoE holds' recharge and duration, the introduction of IOs.

    Presently, it sits in what I feel is a fairly well balanced position. It's stronger than an AoE hold as expected for a tier 9 power, but it doesn't provide the consistent damage or distraction derived from a pet. It's a tool that I feel is weaker than some pets and stronger than others.

    But returning to the question of confuse's duration in the modern game, I do wonder as well if it's fully justified. The decision to add such a power to Dark (with is not lacking in AoE control or damage) seems questionable to me. The ability of perma-doms to permanently confuse AVs is a bit troublesome as well. The other side of the coin, however, is that those confuses compensate for the lack of containment for some controllers. They are certainly powerful, game altering abilities but I believe that is more a result of their general function rather than duration.
  5. Quote:
    Originally Posted by rina_ View Post
    Of course there are others that have two skippables, that doesn't change the fact that the comparison was utterly wrong.
    You've chosen to focus on the specific nature of the power as a control, to which I will concede drawing a parallel of Spirit Tree : Quicksand or Shiver and Spore Burst : Salt Crystals or Flash Freeze would have been a much better comparison. However, my point is that all of these powers are incidentals that do not make up the core control of set. The effectiveness of the sets, by and large, is not dependent on these. People citing skippable powers as a defense of another's strength are erring in two aspects: Plant is not alone in its skippable powers and when they are omitted it only speaks louder for the strength of the tools remaining when a powerset remains a top performer.

    Quote:
    He said that "The base duration of Seeds of Confusion is better than any other AoE hard control power I can find in the game slotted with 2 lvl 50 IOs." and that clearly is not true for Aura of Confusion.
    He also said "[EM Pulse and EMP Arrow] are merely as good as SoC when slotted with 1 Hold SO. However, each has a 300 second recharge", the very section you quoted with your rebuttal citing Aura of Confusion. You did not quote the segment regarding two IO performance. I refuted what appeared to me to be addressing the duration with a single SO, in which case, Aura of Confusion cannot match Seed's base duration with a single SO.

    Quote:
    Mass of Confusion also needs to be seen in its proper context within Mind Control, it is not the encounter to encounter control like seeds is, it is additional to two other controls that are available very frequently: Terrify (yes fear isn't as great as confuse, but this is Mind's encounter to encounter control) and Telekinesis. Mass of Confusion is a typical T9 like blaster nukes that is strong but not up that often, plant doesn't have an equivalent to it.
    I agree that Seeds should be addressed in comparison to powers that fit a similar role. That is why I have drawn the parallel to other every spawn controls and raised the question of why it has better accuracy, recharge, and duration than powers that fulfill the same role. I think the comparison of Seeds to Mass Confusion, though unavoidable in conversations, isn't necessary. The fact that Seeds surpasses other every spawn controls is evidence enough.

    Quote:
    And just because a power is unique and doesn't have an exact equivalent doesn't mean it's overpowered. But let's say we bring seeds down to the level of the normal encounter to encounter stuns like Stalagmite. That would mean for an IOd out Dom, you're at 35s duration every 23s instead of 90s every 15s. Seems like a big difference, doesn't make that much of a difference in reality though. The only thing you can't do anymore is confusing a second encounter while you keep the first one confused.
    As Tex pointed out that is a significant difference when level scaling comes into the picture. Against +4 enemies those durations are cut nearly in half, leaving Plant with an easily permable mez and others without. Additionally, you need to compare the portions of these mezzes that are mag 6: 22 seconds of mag 6 stun for Stalagmites with a 23 second recharge and 55 seconds of mag 6 confuse for Seeds with a 16 second recharge. That, to me, spells out an enormous difference in these sets ability to lock down bosses and elite bosses.

    Quote:
    But let's be clear, if a change like that would be made, all other confuse powers would need to have their duration reduced to the same level, including the mind confuses. Just reducing the recharge time would make virtually no difference for plant.
    There is a non sequitur in your reasoning here. How does a change to Seeds warrant a change to Mass Confusion which, by your own admission, does not fulfill the same role as Seeds? Furthermore, how does that dictate a change to the single target confuse powers which do not at all fill the same role as Seeds?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Many people would like us to think Seeds being a cone or being aggroable is a significant downside, but it's not. That's because the Confusion in Seeds of Confusion is incidental. The power may have a "Confusion" mezz flag, but its function is in the class of Stalagmites, Flashfire, and Wormhole. Other Confusion powers cannot mimic that function (high reliability, AoE capable, domination capable, and recharge fast enough to be used every spawn).

    If the argument is that Seeds of Confusion needs longer duration because it's a Confuse and all Confuses get that duration, then what it really means is fast recharging, high reliability AoE confuses shouldn't be available. But since we're stuck with this one we might as well make it sensible.
    I think you've summed up many points pretty well here.
  6. Quote:
    Originally Posted by rina_ View Post
    I am not here to defend plant control, I am sure it could use a slight nerf. Although, I don't think it would change practically anything for high level plant doms/controllers, it would just be an annoyance in early levels. However:

    The plant equivalent to Salt Crystals, Flash Freeze etc is Spore Burst, which, even though some people do take it, is very skippable just like Spirit Tree.
    Even then Plant is not alone in having two skippable powers. Fire has Bonfire and Smoke. Ice has Flash Freeze (which suffers from having a damage component for some ungodly reason, delaying the sleep and interfering with Interface) and Shiver. Gravity has Dimension Shift and, for doms, Lift.

    Quote:
    Originally Posted by rina_ View Post
    And the other obvious ones would be Mass Confusion and Aura of Confusion. Oh look it's all the confuse powers, didn't we already hear in this exact thread that confuse powers generally have a longer duration? Oh yes we did.
    Aura of Confusion still falls shy of Seeds of Confusion base duration with a single SO. A level 50 IO just pushes it beyond Seed's. And it shares the same recharge as Mass Confusion, 4 times that of Seeds. So every other confuse power is either single target, has 4 times the recharge, or is prone to catastrophic failure if it misses the first target.
  7. Quote:
    Originally Posted by Talen Lee View Post
    you mean these?
    There are those and then the chunky elemental swords that look more rocky than icy.

    I don't think I could resist rolling a stalker with some mention of "when the cold creeps in".
  8. A caveat to anyone planning on using Link Minds to recharge the fast snipe cut off, Link Minds is not boosted by Power Boost. Is this the price we pay for 1.7% Psi Resistance that can't be enhanced?
  9. Local's changes look pretty good. I agree that you'll want to keep Soul Absorption. It's very useful for endurance management and it's a buff for the whole team.

    I like GI, but you really have to know the niche uses of it to get the most out of the power and as a team buff it's only ok. In fact, it's sometimes an unwanted buff for an aggro holder due to the reduction of threat level. Reduced threat though can be pretty handy to get mobs to focus on PA rather than yourself and other pets.
  10. Quote:
    Originally Posted by wudake View Post
    If the thread was ONLY about Seeds of Confusion being overpowered it would be a different story. This starts off as crying about how he or she feels the tier 9 of the toon they're playing isn't as good as the tier 5 of someone else's character. Wah. And what's foolish is isolating one power out of a set and comparing it to another one-for-one and saying that it's broken.
    There's a certain degree of cognitive dissonance in that statement. One cannot state that Seeds of Confusion is overpowered without drawing comparisons to other powers. For SoC to be overpowered, it has to have more relative power than other abilities.

    Additionally, while Rowdy makes the one to one comparison, the rest of the thread expands that comparison so that it is one-to-many. It is not just a comparison of SoC vs. MC; Tex and I have both pointed to how Seeds compares to the other AoE controls that fill the same role, and how seeds excels in recharge, duration, and accuracy among those similar powers.

    Quote:
    And what's foolish is isolating one power out of a set and comparing it to another one-for-one and saying that it's broken. You have to take the whole set into consideration and what the strength of the set actually is. If we want to do that: fine.
    Considering the strength of an entire powerset is a necessity in discussing balance. That, however, is not a consideration that favors Plant control. It provides faster recharging, longer control than most sets along with more damage than most sets. What offsets this superior performance? Some will quickly point to confuse resistant mobs while forgetting that Fire struggles just as hard when it encounters mobs resistant to stun. Others point at the skippable Spirit Tree while forgetting about Salt Crystals, Flash Freeze, Bonfire, or Dimension Shift. Since Plant's performance is comfortably above average, it is necessary to make comparisons to discover why.

    After such comparisons, there are two questions I pose. Why does Seeds of Confusion boast a superior mixture of accuracy, recharge, and duration compared to, not only Mass Confusion, but to most every spawn AoE controls? Secondly, why does Roots do superior damage at a reduced endurance cost than any other AoE immobilize?

    I speculate that even if those two anomalous powers were brought in line with their peers Plant would not fall from above average performance, the gap would only be shortened.

    Quote:
    But as it stands, the motivation behind this sounds petty. It's like how people whined about Burn was so oh-my-God overpowered. Not considering anything else about the Fiery Aura set. The only people affected? Those who played Fiery Aura; not the complainers who played other sets. (And for the record, I don't have a main FA tanker or brute). I was glad that they came around to show that players' ******** isn't always a legitimate claim. Here's hoping you get everything you want; the end of eight horrible years of playing Mind Control just toiling away never having any fun suddenly will come to an end when they change Seeds of Confusion.
    Aside from having no relevance to the discussion, the motivations you attribute to your opponents are off-base. I, for instance, have played and enjoyed Plant control as much as I have Mind (3 level 50 Plant character and 4 level 50 Mind characters). There is not some base of Mind control users lobbying for a nerf to Seeds of Confusion. There are, however, some of us with a concern for closer balance. When one or two options become sufficiently more powerful, people will gravitate toward them which leads to an over all less interesting game.
  11. I like Adeon's suggestion. (I nearly suggested the same, but the thought needed more time to ferment.)
  12. Quote:
    Originally Posted by Pauper View Post
    I disagree -- there should be permanent exclusives in the game, and they should be tied to specific events/promotions that the dev team, the community team, the marketing team, or any or all of them wants to promote as a Big Deal. Why?

    Because if you make it a policy that anything given out as an 'exclusive' will only be temporarily exclusive and will eventually be generally available, then you lower the draw of the exclusive item. "Oh, they're giving away Kirby Dots on Twitter? Meh, I'll just wait until they show up as part of a costume pack or in Astral Christy's store."
    I would try to get it free first. Like I did back in the day when the Martial Arts set and others came about. I imagine I wasn't alone on this as it seemed like every code was taken in seconds.

    Quote:
    "Oh, they're giving a free powerset unlock to everyone who goes to HeroCON? I'll just buy the powerset -- it'll be cheaper than trying to get to California."
    If someone traveled all the way from the east coast to California for an exclusive, I would seriously question their priorities. Or try to be their friend, seeing as they have far too much disposable income.

    Quote:
    A certain proportion of your customer base wants to feel special, to have stuff that other characters don't have, or that only a few other characters have. Exclusive promotions allow you to do that and drive traffic to things you really want driven.

    Are exclusive promotions the best way to build a community? I'd say no, but that's a different question.

    --
    Pauper
    How about this? If people want to feel special, maybe they should try doing something special. Be a great trial leader, be a helpful voice in the din of the help channel, make great stories to share with their fellow players. Heck, maybe they could even trying doing something great in the real world.
  13. Quote:
    Originally Posted by PurpleThirteen13 View Post
    I took Slowed Response at 35, Chrono Shift at 38 and Dark Consumption at 41.

    I am unfortunately unable to use mids and my build isn't ideal for others but I'll try to make some sense of it and drop it in my next post.
    Oops, I was thinking of Dark Obliteration. My mistake.

    I'd also like to ask if you've tried utilizing procs in Distortion Field. I've found it can contribute a little extra damage especially when you have the recharge to drop 2-3 of them.
  14. I noticed you said you've reached 41 and have Dark Consumption and Chrono Shift. That stands out to me because it means you've skipped over Slowed Response at 35, your key damage multiplier thanks to the -resistance it offers. Damage enhancement and buffs are only one side of the damage equation; remember that resistance is the other.

    As for Bonfire, using it alone isn't going to net you very good damage. It seems to have a nice bit of damage, but remember that it's occurring over the course of 45 seconds and it doesn't benefit from Containment. Spamming Fire Cages will likely give you more damage in the long run and establish more consistent Containment than relying on Flash Fire alone. Of course, you can use them in conjunction even if it negates the mitigation you would gain from Bonfire alone. You may also wish to keep Bonfire for a handy emergency control even if it isn't your primary damage power.

    As for the Alpha slot, it's difficult to recommend without seeing a complete build. You may find slotting for recovery and using Dark Consumption will eventually settle your endurance needs. Musculature is a good branch if you still aren't satisfied with your damage, but Interface will likely shore that problem up. I personally find Vigor useful for addressing endurance needs and helping Time's defense buffs.
  15. I use Ninja Run a lot in lieu of actual travel powers (combined with Steam Jump for really high walls), and it it can be flipped on quickly for when you need a little vertical movement. Flying Carpet, on the other hand, shuts off toggles you have running so isn't quite as flexible in my opinion; good for between mission travel, but when you need speed and stealth inside a mission it won't help.

    I'd probably stick with Superspeed in any case. As for Teleport, it's a bit difficult for vertical travel. You have to port up then port again to get to the other side of obstacles. It's not so bad when bound to the left mouse click, but not as convenient as Super Jump or Steam Jump.
  16. Quote:
    Originally Posted by Katura View Post
    Ah had one more question on my Twilight grasp? Do i have enough accuracy on it?
    With your global accuracy bonuses and a single level 50 IO you're above what two SOs of accuracy would give you. If you don't mind losing the 5% recharge bonus (which appears to make about 1 second difference on PA's recharge) you could frankenslot for more accuracy. I would play it by ear though and see if you're comfortable with that level of accuracy.
  17. Quote:
    Originally Posted by Katura View Post
    oh wow nice call on that blind/decieve switch. its definately progessin to be real nice without use of purples. Is the one karma Knockback protection gonna be enough for most things or should i add more somehow?
    One will cover you for most knockback. A few mobs like Fake Nemesis have a higher mag than that, which require 12 points to protect against. Four should do the trick unless you're taking most of the fire from knockback heavy mobs.
  18. Quote:
    Originally Posted by Katura View Post
    ahh so you can run group invis same time as shadow fall?

    Ok so here is how i have changed it so far. But am still working on it.
    Group Invisibility is a click, so it's effects don't suppress when attacked, which allows it to stack with toggled stealth. I've even taken both SI and GI before which does some very funky things to the way you attract aggro. For example, you can sometimes fight in the middle of a mob without aggroing it.

    With a quick glance at the new build, I'd recommend keeping your Basilisk's Gaze in Blind and shifting the Will of the Controller set to Deceive. That will let you keep the 7.5% recharge bonus and pick up the 10% bonus where you dropped the 6.25%. You may even want to only 5 slot WotC; the ranged defense is nice, but your defenses combined with Darkest Night are already fairly good.
  19. ketch

    A ? on Ice/Dark

    Quote:
    Originally Posted by Absolut_ View Post
    Probably a stupid question but this is gonna make or break this idea for an Ice/Dark Troller...

    Will I be able to run Arctic Air and Shadows Fall together?

    AA is a slow, confuse, and stealth I think. SF is the defense, resist, and stealth...will the double stealth kill the combo?
    Arctic Air is a -stealth power, not a +stealth power, meaning it will reveal enemies that are trying to hide (Widows and Knives of Artemis come to mind). So yes, you will be able to run it in conjunction with Shadow Fall.
  20. Quote:
    Originally Posted by Katura View Post
    Hmm trying to do some of these suggestiongs but it actually makes my recharge lower, to many 6.25% recharge sets, Im trying to work it all in though. Also with the tar patch dont you want to buff up the reduced speed in the power? Im new so dont know.
    Tar Patch debuffs the enemies max run speed a fair amount so slows aren't overly necessary. As long as PA is aggroing the mobs, most will stay pretty well in the vicinity.

    I also just noticed that you've got both Superior Invisibility and Shadow Fall. Unfortunately, you can't run both at the same time. Since you've already got full invisibility from other sources (SF+stealth proc, SF+SS, or SS+stealth proc), I'd recommend swapping Superior Invisibility for Group Invisibility. This will allow you to keep some defense while running Shadow Fall and add a small amount of utility for granting stealth to teammates.

    You may also want to consider Recall Friend over Super Jump. The stealth/tp combo makes speeding through a few TFs much easier.
  21. Some general suggestions:

    Tar Patch: I usually stick with a simple 2 recharge IOs here. Enhancement from slow sets is of limited usefulness because a lot of it is spent on areas that you won't benefit from such as damage and accuracy. If you want the recharge bonus, 4 pieces of Dark Watcher's Despair in Darkest Night will serve you better.

    Shadow Fall: I'd encourage you to slot for end. reduction along with defense as this is a heavy endurance cost out of the gate. You may also find some benefit in slotting for resist as well as defense.

    Fade: Frankenslotting is the way to go for Fade in my book. Using a combination of Def/Recharge and Resist/Recharge will help get this perma. It offers up a nice amount of resistance that can be stacked with the armors from the APPs.

    Phantasm: Knockback can be quite frustrating for melee teammates, more so when it's out of the hands of the player and at the whims of the AI. I'd recommend another set of Expedient Reinforcement over Kinetic Crash.

    World of Confusion: This power, in my opinion, simply isn't worth taking. Even in builds that are more melee centric (electric/rad, for example) I'd be hesitant to take it. It only works in melee range (8 feet) and is only a chance for a mag 2 confuse. I think you'd be better served by the mez protection from Indomitable Will or stacking the resistance from Mind Over Body with Fade and Shadow Fall.

    Psionic Tornado: I prefer the Positron's Blast set here. Enhancing the knock up in this power won't add much to its mitigation, probably only fractions of a second airtime for the enemies.
  22. Quote:
    Originally Posted by Commando View Post
    Did you by chance team with Spiked Tomato? Please, if that is the case, the way he plays all DOMs makes them all look very good.

    I have to agree with the comments made above, and I again invoke this fact -- NO ONE WAS CALLING FOR A NERF ON S O C BEFORE IOS CAME OUT.

    [snip]

    Again, NO ONE CRIED FOR A NERF TO SoC before IOs came out. STop crying for nerfs to SoC.
    Pre-IO dominators are separated from current doms by some vast changes, mainly those found in the dominator revamp that rebalanced their damage away from the damage buff in Domination. An SO build now is going to perform much better than an SO build then for that single reason. Citing the pre-vamp days for balance concerns is, to me, some very dubious reasoning. (As an aside, in my own experience, I only ever played one dom to 50 when they were locked to redside. Now that they are available to heroes they have drawn much more of my attention.)

    But if we assume a game where the revamp changes occurred and IOs have vanished, as you seem to think IOs are the source of Plant's higher performance, the balance tips even more in favor or a rebalancing of Seeds. As has been pointed out in several threads in which Seeds has been discussed, Seeds has a faster recharge, higher inherent accuracy, and a longer duration than other control options of the same tier, all of which favor it on SO performance it. Even if we prescribe those bonuses due to its cone shape, it has higher values in at least one area (more in some cases) than controls such as Siren Song and Fearsome Stare. If anything IOs only serve to shorten the gap between Seeds and other every spawn controls by compensating for those differences in accuracy, recharge, and duration.
  23. Well, in order to get some meaningful feedback, you should post your build or a proposed build.

    In most cases, the Alpha shores up holes in your build; for instance, just a few shy of softcapping some defenses then Agility is a good idea or Spiritual if you're build is lacking in recharge bonuses. Destiny can similarly be used to compensate for small defense shortages, lack or recharge, lack of healing, or a lack of endurance management. The only one you'll likely receive a solid answer for is interface with Reactive as the most recommended (-res and fire DoT).

    But as I said, we need to know what you're working with to see what deficiencies the incarnate powers should plug.
  24. Quote:
    Originally Posted by Pinkpup View Post
    But I would like to see a chart or something of some 26th troller or dom using only their fire powers with only bonfire slotted with the proc. And while I have no doubt they would live longer with bonfire/proc.... wondering if it would really be the "I win" power folks are talking about.
    As noted many times in this thread already, controllers can't leverage this as well as other ATs because (and especially in the case of a level 26 controller) they generally utilize their AoE immobilize for damage. Of course, controllers of any level aren't the only concern as this power is available to four ATs. Moving on to dominators, only the use of powers in Fire Control is a very strange condition for testing there, one completely catered to your argument that doesn't reflect actual gameplay. Why would a dominator completely ignore better damage tools from their secondary for one power that negates the protection they receive from this combo? The same conditions would lead one to believe that Earthquake is a rather useless power for a dom when that is not the case.