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  1. Quote:
    Originally Posted by Peacemoon View Post
    My only problem with radio/paper missions is that its highly likely some players do not realise that there are story arcs.

    I think the devs should review the old arcs and bring the travelling into line. They should then also give everyone all the contacts a zone has to offer the first time they arrive there.
    I think the problem is more a matter of the convenience of radio mishes outweighing the interest of the story arcs, but I do agree completely with your suggestions. I recall once when I wanted to share the Dr. Vahz arc with a friend. I had to run three bank missions until it gave me a contact with the arc. Then it sent me hopping back and forth between Steel, Skyway, and Perez Park. Finally, we got to face off against a fun EB, but it really didn't seem worth the effort.

    I'd like to add my hope that missions going forward will be more like the recent mid-20's arcs blueside. Even though we don't have the same access to the story details as the mish leader, dialog and events in the mission give us a better idea of what's happening compared to older arcs.
  2. Quote:
    Originally Posted by Icecx View Post
    You don't need AA and Shiver.
    Why?

    I rarely would take both, but in this case I could certainly make an argument for it. Building for smashing/lethal means one is generally planning to spend some time in melee and Arctic Air won't floor the enemies recharge alone. Even Shiver alone won't floor +2 minions. The two acting in tandem will.

    If one relied on AA alone, they would serve up about 50% recharge reduction to +2 minions; enough to double the recharge times on enemy powers. Toss in Shiver and you'll hit the recharge floor of 75%, doubling their recharge once again to 4 times its original length. Because of the nature of defense, there will always be a 5% chance for an attack to come through. However, you can assure that the 1 in 20 happens less often by lowering the rate of incoming attacks. This becomes even more important when facing off against enemies with defense debuffs. If you slow the rate of attacks, then you can slow or even prevent cascading defense failure.

    That would be my justification for taking it in this case. Can you tell use why you wouldn't use both Shiver and AA rather than simply stating not to do so?

    As for Tex's build, you could skip Cauterize to make room for Heat Exhaustion. Without seeing how it plays I can't say if that's a good idea or not. If you can provide enough mitigation to get away without the single target heal, then Heat Exhaustion would definitely help out in AV fights. In Thaw, I would focus on endurance reduction and recharge from the set you're using. Because Thaw only offers resistance to cold, the resistance enhancement is pretty limited in its usefulness. It's also a shame to miss out on the Achille's Heel proc in Melt Armor.

    I've always found Ice Control particularly difficult to IO. I'll have to take a longer look at it when I have time.
  3. I started a mind/emp controller recently because Empathy is one of the controller secondaries I have yet to play. I've found it to be a fairly busy pairing. Mind alone can be a busy set if one is using the single target mezzes. Fortunately, it decreases the amount of time I have to spend healing. In fact, as of level 26, I'm quite surprised at how little healing I've had to do.

    I generally try to keep people buffed with Fortitude as often as it's up, during battles I focus on mezzing, and between fight I do some pre-emptive CM'ing if facing off against mez heavy mobs. Since defenders and controllers tend to keep others alive and are generally shut down by mezzes I CM them before Blasters who can offer a little retaliation though a mez. Prioritizing Fortitude really depends on the teammake up. If we're doing okay defensively, then I'll toss it on Blaster and Scrappers for more offensive oomph. If we're struggling defensively it goes to other defenders and scrappers. Occasionally, I'll even Fort a tank who is struggling with alphas and maintaining aggro.

    I've learned that Empathy does require a bit more decision making than I'd give it credit for previously. The experience has also highlighted the difference between a well-played empath and a poorly-played one much more.
  4. Quote:
    Originally Posted by Frosticus View Post
    Here's what I predicted for the set back in April


    edit: 0:28 looks like the lightning field animation (though powersink uses this one too, the effect looks bigger than PS's and the mobs don't respond like they are being PS'd). Though I'm guessing (as above) it does a bit more than just drain/damage.
    It does share the same animation with both those powers. The electric effect seems more like the one used in the Brute and Scrapper version of Lightning Field than the Blaster version. (The blaster version seems to lack the concentric circles from what I can tell in the costume creator.) Perhaps, hinting at higher endurance drain values?
  5. Quote:
    Originally Posted by Carnifax_NA View Post
    *Poison Trap from the Poison set is a "tiny chance to sleep per tick" patch and basically reviled. PGT is initially a Hold and then a "Chance to force anm animation" power, with lots of -regen and pretty decent.

    It really depends on the implementation really. If it's something like a Choking Cloud / Volcanic Gases, where ToHit checks are made every X seconds it could be alright (basically it'll end up a bit like a Placable Fear patch with the bonus of setting up Containment for you). It it's implemented similiarly to Poison Trap with a 2% chance of a sleep per second it'll be laughed at and reviled.
    Well, there's an understandable bit of confusion. They really should rename the power in Poison since it functions so differently from the Poison Trap found in Traps.

    Anyway, I've got my fingers crossed for something more like Volcanic Gasses than Poison Trap.
  6. Quote:
    Originally Posted by DrMike2000 View Post
    Mastermind's Poison Gas Trap is a placeable Sleep AoE, and almost universally reviled from what I've heard.

    Hopefully the better numbers make a difference here. I certainly think its an interesting idea for a power mechanism if done right.
    Actually, Poison Gas Trap is a placeable Hold and I have heard quite a different opinion of it from the Defender's perspective. The Lockdown proc helps with its poor duration and magnitude, but it is mostly loved for the huge -regeneration debuff.

    Anyway, back on topic, has there been more than one image of the Gremlins released? I've been assuming there are only two, but I'm don't know if that presumption is based on a single source at this point.
  7. Quote:
    Originally Posted by Mega_Jamie View Post
    The sleep is adissapointment, I dont care if people are saying they may use it in Beta, I imagine played with very heavy secondaries it will be left out, and hardly missed.
    I wouldn't judge it too quickly. Remember it's been described as a patch. I imagine the mitigation it offers is something like the on and off mitigation of a knockdown patch like Ice Slick when the team is attacking, but with the benefit of setting up containment, and a solid sleep like those found in other sets if people leave the enemies alone. Speculation, of course... I'm eagerly awaiting my chance to see it in action.
  8. Here's some essentials:

    WeatherbyGoode's Carrion Creepers:The Inside Scoop
    Red Tomax's entry for Carrion Creepers

    This power has never really been well understood by many and the fact that proc's and enhancements behaved differently in it at different times only complicates the matter. Hopefully, those links will shed some light on it for folks.
  9. Here's that video for folks that haven't seen it yet: http://www.youtube.com/watch?v=tJCeF58nmAo

    We see electric control in action from around 0:25 to 0:31. It seems to show Static Field, an as of yet unknown PBAoE power, and Jolting Chains.
  10. I'm going to give a little shout out to O2 Boost. It is a weaker heal than Empathy's Heal Other or Thermal's Cauterize. However, it does have its uses. Primarily, you can view it as a heal and it serves well for patching up the team between mobs. Five-slotted with Doctored Wounds and Power Boosted it can heal for 500+ hit points, a considerable amount for squishies. Secondly, we can see it as a mule for Doctored Wounds, which offers a nice 5% recharge bonus and that's something controllers dig. Now, we get to what I consider the meat of O2 Boost, the stun and sleep protection.

    Sleeps are very common and very irritating even if they mean only a second of down time. Why? They shut down offensive toggles. That means Hot Feet, Arctic Air, and Radiation's toggles. It's not only a matter of convenience, but also survival. When facing thing like Crey, Carnies, and Rikti I try to keep O2 on the teams whose toggles help us to survive. By using it proactively as mez protection, you will sometimes finding yourself using it less often reactively as a heal.
  11. From the Razer Q&A session, we've learned the names and effects of two new powers as well as the pets in the Electric Control set.

    Jolting Chains - a knockdown power that arcs from foe to foe
    Static Field - a placeable Sleep patch
    Gremlins - "little electric guys who throw bolts of lightning"

    For some the presence of the sleep may be a bit disappointing, but it sounds like it may be similar to Volcanic Gasses. I think that alone could greatly increase it's value to many. Jolting Chains sounds like it may offer up some interesting proc'ing opportunities.

    If the set follows the standard order for Control sets...

    lvl 1: Single target hold
    lvl 1: Single target immobilize
    lvl 2: AoE immobilize
    lvl 6:
    lvl 8:
    lvl 12:
    lvl 18: AoE Hold
    lvl 26:
    lvl 32: Pets

    That leaves room for two more new and unique powers. I'm quite stoked to see what they have in store.
  12. I'd like to begin by saying that I fully stand by my previous statement. There are numerous situations in game that trivialize control. However, there are similar situations for many things. High resistance characters are dealt a considerable blow by Longbow's sonic grenades. Mobs with heavy defense debuffs will quickly send some soft-capped characters into cascading defense failure. Psi-damage leaves the often untouchable Stone Tank facedown in the dirt.

    Recognizing powers that will provide more benefit to yourself and the team is the hallmark of a good player.

    Quote:
    Originally Posted by Jeuraud View Post
    And I say that the power does not have the earth shattering affect that is being promoted. That most players see the fricken huge run speed buff, and think that their getting this kind of buff to their reduction time, and as the numbers have pointed out numerous times, they're not.
    I have posted numbers that I feel make a fair case for Speed Boost. Perhaps, that 20 second reduction on a nuke is unimportant to you. Perhaps, RA's recharging 40 seconds sooner means little in your play experience. In my experience, it makes teams more efficient and enjoyable. I suppose one man's trash is another man's treasure...

    Quote:
    My problem is not with the power though. My problem is that for some reason some of you believe you have the right to dictate to a group of players that have this power in their set that they must take this power. That they must support your "want" for the benefits of this power. That if they do not take and use this power, they are not being good little heroes.
    Admittedly, we run across this attitude. I've seen it in other threads. However, I don't feel the people you've responded to have said this. We may try to convince you that Speed Boost is a very good idea. I may even try to convince you that it's a better option than controls at times. What we present is merely an attempt to convince you, not an edict that you must play as we do.

    Quote:
    In the long run it does not matter, because no player or group of players have the right to dictate to other players, how they will play their characters, and that is what my argument boils down to. You do have the ability to boot a player if they do not play the way you wish for them to play (If you’re the team leader.), and I have the right to remove myself from your group, and note you when you do.
    This is true, however...

    Quote:
    Originally Posted by Jeuraud View Post
    Also for me, I don’t really care about a Controllers buffs (They are gravy to me.), and even though I think with containment their damage powers do pretty descent damage, that is not what the powers, nor the Controller, are there for. I expect a Controller to be locking down the MOBs and keeping them locked down, and straight up they better have those mediocre damage powers slotted up and being used whenever available, because a Controller could be SBing me all day long, but if they are not locking down the MOBs, then as far as I care they are not doing the job I expect from them, as a Controller. I could care less if my powers are recycling 25% faster and my endurance is recycling 50% faster, if I'm am being pounded into the ground by some MOB/MOBs that could and should be locked down, and aren't.
    You see, you have expectations from others as well. Your expectations of a controller to lockdown mobs is as much a demand of how they should play as my expectation that they should maintain Speed Boost on the team. Of course, I'm sure neither of us views our stance as something players must do, but rather as something they ideally should do.
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    Are you assuming these people have Hasten? If so, the numbers should be better than this. Any time you Speed Boost someone with Hasten (or Accelerate Metabolism to a lesser extent) the base boost is actually better than +50% Recharge. That's because Speed Boost decreases the Recharge time of Hasten which itself decreases Recharge time further. The net effect is extremely noticeable. The reason people chase perma-Hasten is that once you hit it your overall Recharge time of all powers is a flat +70% base at all times rather than 70% some of the time and 0% the rest of the time.
    My example was actually quite poor and only demonstrated the benefit of SB under the effects of Hasten. As you have stated, it's benefits are far greater when you consider the down time most individuals experience with Hasten.

    Using Arcana's method, I've calculated the recharge time of Hasten with 3 level 50 IO's with and without the benefit of constant SB.
    Hasten without Speed Boost: 183.9 seconds recharge
    Hasten with constant Speed Boost: 147 seconds recharge
    What's this mean for recharge of other powers? Hasten's 70% recharge only lasts for 120 seconds so we can estimate an average recharge bonus by multiplying percentage of time up by the Hasten's 70%.
    Hasten without SB contributes an average recharge bonus of 45.7%.
    Hasten with SB contributes an average of recharge bonus of 57.1%, additionally SB will be providing 50%.
    Going to our previous example of Total Domination:
    An average with Hasten and two level 50 recharge IO's: 104.5 seconds
    An average with Hasten, Speed Boost and two level 50 recharge IO's: 82.5
    Now I consider a 20 second difference in recharge on an AoE hold a not insignificant difference. For powers with longer recharge such as Recovery Aura, Unstoppable, or a blaster's nuke the difference becomes even more pronounced.
    Blizzard: 360 seconds base recharge
    An average with Hasten and 2 level 50 recharge IO's: 156.7 seconds
    An average with Hasten, Speed Boost, and 2 level 50 recharge IO's: 123.7 seconds

    Recovery Aura/Regeneration Aura: 500 seconds base recharge
    An average with Hasten and 2 level 50 recharge IO's: 217.7 seconds
    An average with Hasten, Speed Boost, and 2 level 50 recharge IO's: 171.8 seconds

    Unstoppable: 1000 seconds base recharge
    An average with Hasten and 2 level 50 recharge IO's: 435.4 seconds
    An average with Hasten, Speed Boost, and 2 level 50 recharge IO's: 343.6 seconds
    Again, we see what I consider some significant increase in the availability of powers. Blizzard is up on average more than 20 seconds faster. Recovery and Regeneration Auras come around more than 40 seconds sooner. Unstoppable can be used a minute and a half earlier.

    I will admit it is difficult to express the benefit of additional recharge with a simple number because of the diminishing returns. Neither the ingame numbers or Jeuraud's "real world" numbers convey it's impact very well. The actual impact however, I feel, is very evident in the game however. When those key powers are up for use again most of the team knows why.
  14. For Flytrap, I generally slot with 4 pieces of Expedient Reenforcment for the recharge bonus. That gives it some decent damage, but its accuracy is a bit low. The Achille's proc should work well in it. Its Bite, Fling Thorns, and Thorny Darts all deal -def.

    As for Creepers, damage procs will help a bit more than damage enhancement. However, you must use procs that carry down to the Vines. You'll want to use the damage procs from the slow and knockback sets rather than a Posi proc which only affects the AoE portion of the power. My preferred slotting is two lvl 50 recharge IO's, two Nucleous Exposures, and two damage procs. That gives you about 83% recharge reduction and around 66% damange and accuracy enhancement.
  15. Quote:
    Originally Posted by Jeuraud View Post
    What I have is a altiholics view of Controllers. One where there is still challenge in the game. Where the whole primary of an AT has not been trivialized by some peoples image of the game. Where the game is not just made up of Tanks, Blasters and Buffers. If this is your game, fine, I see no challenge in it, and no real fun for myself, thus I see no purpose in playing this type of game.

    Still if this is your game how does a +25% "real world" recharge reduction (We are not talking about FS here.), of an already modified recharge reduction (After all in this type of game everybody should be reduced out the wahzoo.), add to this type of game. I've done the math before, and I don’t see it. So if SB is such a game altering buff that every Kin should have it and make sure that every team member is always buffed with it, then you should be able to lay out some numbers and show me what I'm missing.
    Let's skip straight to maths, shall we?

    Let's look at Total Domination. It has a base recharge of 240 seconds; a reasonably generous enhancement with two generic lvl 50 IO's reduces that 131 seconds; adding 70% recharge from Hasten further reduces that to 95 seconds. Adding another 50% recharge, the actual "real world" value of Speedboost, reduces that recharge to 79 seconds. Since you've already stated that you'd like controllers to control, wouldn't it be quite helpful for them to have their AoE hold up 15 seconds faster?

    That doesn't even touch the value of +recovery in SB (twice that of Stamina by the way).

    Now, as for your view on alt'ing and difficulty... Being unable or unwilling to dedicate the time to building a character with ridiculous recharge, one would think you would appreciate receiving it from external sources a bit more or would be empathetic to people in a similar situation. For the guy sitting on 102% global recharge (or out the wahzoo, as you say) Speedboost, while still worthwhile for its +recovery, has a smaller impact than for the more casual fellow that's running on Hasten and SO's. I assume there are more of the latter than the former so I SB generously.
  16. Quote:
    Originally Posted by Jeuraud View Post
    Also for me, I don’t really care about a Controllers buffs (They are gravy to me.), and even though I think with containment their damage powers do pretty descent damage, that is not what the powers, nor the Controller, are there for. I expect a Controller to be locking down the MOBs and keeping them locked down, and straight up they better have those mediocre damage powers slotted up and being used whenever available, because a Controller could be SBing me all day long, but if they are not locking down the MOBs, then as far as I care they are not doing the job I expect from them, as a Controller. I could care less if my powers are recycling 25% faster and my endurance is recycling 50% faster, if I'm am being pounded into the ground by some MOB/MOBs that could and should be locked down, and aren't.
    You have a very odd view of controllers, sir.

    As a team advances toward speedier defeats, controls and the rather modest damage that controllers deal become less relevant. It's certainly nice to have mobs locked down, but if they've spent their alpha on the tank and won't be surviving the next 5 seconds then control becomes a trifling matter. Fortunately, a controller's function is not summarized by their primary alone. A controller can do a lot to help hit that point of destructive potential including SB and FS.

    It's recognizing which powers will benefit the team and when to use them that makes a good controller player.
  17. Nothing. They don't even play on the same servers.
  18. Quote:
    Originally Posted by Frosticus View Post
    You need it at 60 seconds even. A bit faster rech is nice if you hesitate or get stuck in another animation when they start dropping because they will be up before that happens. That way you can always be sure that they have minimal time losing agro.

    When you start taking on really hard targets you learn to cast phantasm at the right time so that his decoy holds agro during the period that PA loses it. You have to time it because Phantasm will rush into melee and die several seconds later. And while his decoy doesn't despawn upon his death it is something that takes a bit of practice. Hopefully it will eventually get sorted out and he will go back to being a ranged pet.
    This bug has been driving me nuts. I managed to take on a few of the weaker GM's will my ill/kin prior to its introduction. Phantasm's decoy was a nice filler for PA's recast time, but with Phantasm's suicidal tendencies these days it's difficult to get him to cast it sometimes.
  19. Aid Self wouldn't be my first choice. The temporary power Med pack actually heals for 25%, more than AS's 19.6%, and has no interupt time. If you'er only using it for emergencies, then it's worth dropping a bit of influence on. Of course, when you need it most you may run out of charges.
  20. Quote:
    Originally Posted by Argentae View Post
    Wen it comes to the TF world, the Dom *does* have a clear advantage, simply because they can put out more control at a higher magnitude than the Controller in the pivotal A/V confrontations. The Controller will get the team through the rest of the TF missions faster though ;-).
    I've got to disagree with this. Controls, even of the duration and magnitude a dominator can put out, are less useful than the buffs and debuffs provided by controllers. By time one can lockdown an AV, the direction of the fight is largely decided; either they are going down smoothly or the team is going to struggle. Add to this the fact that any controller packing a source of -regen is going to make an AV fight going smoother, simply by reducing the amount of damage needed to overtake it.

    Quote:
    Originally Posted by Madamme Mayhem View Post
    Doms walk all over controllers. A mind controller will never be as good as a mind dom sadly. Want a really good mind toon, go with a dom.
    Care to provide some justification for your stance? As others have pointed out, there are a number of things that controllers can add to a team to improve their survivability and overall performance. A dom will out-control a controller in most cases, but that is only one part of the role that either AT plays.
  21. You're right. It's gone. Very odd that a speculation thread would be deleted.
  22. Quote:
    Originally Posted by Mezzosoprano View Post
    BG is definitely a trade-off -- 7.5% global recharge with only 4 slots, but lesser enhancement values in the hold itself. For me, the choice was easy, as I use Seeds as my primary control, my every-spawn opener. Vines and Spore Burst are much more "Oops, I bit off more than I can chew...." powers. (Of course, Spore Burst is not so great in recovering a pear-shaped situation, as I usually have creepers, tornado, and/or LS throwing damage everywhere.)
    Subbing in 4 Basilisk, the acc/rech/hold from Essence of Curare, and leaving the +2 mag proc in Chameleon's build, it looks like he'd only loose 2 seconds of recharge and 1 second of hold duration while gaining the 7.5% global recharge. It seems worth it to me.
  23. Quote:
    Originally Posted by Starflier View Post
    Another scrapper.
    Get out of my forum.
  24. Quote:
    Originally Posted by Seldom View Post
    Noted. But in such circumstances, I daresay the 'Mind' part of the controller would be seeing little to no use.
    And that is why a direct comparison can't be made. Controllers offer a great variety of things they can do with their secondary. Sets like Kinetics offer a very different advantage from a set like Forcefields. Doms, on the other hand, are much more consistent in what they have to offer from their secondary.
  25. I don't think you can make a straight up comparison between doms and controllers. Though doms eventually outclass controllers in terms of control given enough recharge, controllers bring other things to the table. Primarily, you have to look at the multiplicative nature of buffs and debuffs. If you have a team of 7 scrappers, do you fill the final slot with a mind/psi dom or mind/kin troller?