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  1. Quote:
    Originally Posted by Ironblade View Post
    "If they don't knuckle under and conform to my playstyle, I should just kick them."
    I see.
    If a person wants to play on a team then they should be considerate of the team. It's not just knockback either. If someone spams immobilizes while the aggro holder is gathering groups or splits up spawns because they can't agree how to manage aggro or over-aggros because they want to showboat, they'll be asked to stop. One's right to enjoy themselves only extends to the point where it impinges on another's right to enjoy themselves. When a reasonable compromise is proposed (which means asking one to direct their knockback, rather than not using it at all) and a person continues to place their own enjoyment above others' they'll be asked to leave.

    As for this IO, I'm a bit curious to how it is affected by level scaling. For instance, Jolting Chain is knockdown on even level or higher foes; it, unfortunately, becomes knockback on -1 enemies (very problematic with the alpha slot and facing level 50 enemies). I wonder if this IO will be able to do anything to prevent that.
  2. I wasn't particularly bothered by the lack of game knowledge last time, but the poor set up and lack of audio on the stream was a definite problem.
  3. My first piece of advice is this: be wary of diminishing returns on recharge. Once you've hit certain break points of recharge (perma-dom or perma-hasten) more recharge does little but act as a buffer against debuffs. The difference between 180% global recharge and 210% is maybe 5-8 seconds on your longest recharging controls.

    Second, where are your controls? You've skipped both Mass Hypnosis and Terrify. For AoE control you have two long recharging controls. Terrify may not be the hard control of Stalagmites or Seeds of Confusion, but it provides a great deal of mitigation in Mind's absence of other options. Unless your leagues are spending 30+ seconds per spawn, there's no way to alternate Total Domination and Mass Confusion for every spawn control. As for Mass Hypnosis, it's quite useful for delaying pursuers in Lambda or softening the alpha if used before Total Domination.

    Third, consider what set bonuses you're chasing. It looks like you've gravitated toward the rarest sets with the misconception that they offer the best slotting options. Five-slotted Gladiator's net in Total Dom? You could get the same recharge bonus with four slots of Basilisk's Gaze. (Bear in mind that this 7.5% recharge bonus is separate from the LotG: +7.5%; you could have 5 of each while still obeying the rule of 5.) Six-slotted Stealth to chase a 5% recharge bonus? Why not take Mass Hypnosis and go for the 10% bonus? You could easily drop Super Jump or Phase Shift for it. Likewise with six slots in Stamina. Consider utility of slotting along side the bonuses.

    A final note, the proc from the Ascendency of the Dominator really should go into a fast recharging power. Considering that you only have moderate range defense you may even want to split the set (losing the 5% ranged defense) so that the proc could go into something like Dominate. I often have the bonus damage from it triple stacked during AV fights whereas slotting it in Mass Confusion means you will only ever have a single stack.
  4. Quote:
    Originally Posted by Codewalker View Post
    Vorpal is just a cone attack that uses yourself as the target. It doesn't actually teleport you anywhere.
    It is as CW says. Shield Charge, Lightning Rod, and Spring attacks all have a mag 1 Teleport as part of the power (the same as Teleport itself). Vorpal has no teleport mechanism. If you have Hasten and watch closely, you'll see that the glowing buff on you hands never leaves your location when you use Vorpal. You just become invisible for an instant.
  5. Quote:
    Originally Posted by PsychicKitty View Post
    Oh you mean like the 5th power from the super jump pool or lightning rod or maybe the shield power set one.

    All of those are teleport attacks.
    Yes, all of those powers move you from point X to point Y. With Vorpal judgement, you activate it at point X and end at point X.
  6. Quote:
    Originally Posted by PsychicKitty View Post
    Try using the Vorpal Incarnate Power. That power casues you to teleport to all targets in a cone in front of you and kick them all and then come back.

    So as to the mechanics....this game already has it.....and if you want to see something even better...do the TPN trial with Mealstrom and be outside trying to stop the seers from hypnotizing the civilians.....I think thats pretty night crawler-esque
    It only appears to do that. You never actually leave your location though. It does look cool and has that Teleporting feel, but it's no substitute for a power that actually moves you and attacks.
  7. Quote:
    Originally Posted by LineNoise View Post
    SBE versions of standard IO procs are rated at 3 PPM. In Living Shadows (60 degrees, 60 feet, 8 second recharge, 1.848 animation) a 3 PPM produces a proc chance of 15%. SBE procs are worse than the standard IO versions in Living Shadows, because the PPM formula is weighted badly for fast AOE powers. Save your money. (Synapse is going to look at rebalancing the AOEfactor when the great proc revamp happens.)
    I already had the proc due to my prior slotting (used it to reach the ranged bonus in HoD). The superior version appears to be 5 ppm though, which if I've followed the formula on the Paragon wiki correctly, is about a 23% chance to fire in Living Shadows. I've plan to use the Positron's Blast proc and Trap of the Hunter proc, leaving my last slot for either WotC or Cloud Senses, which is only a 20% for less damage.

    And man... I dislike what they're doing with procs, if for no other reason than it's becoming increasingly difficult to understand what they'll do.
  8. Quote:
    Originally Posted by Memphis_Bill View Post
    ... really? I have several that never have any sort of flight capability. With travel powers at such a low level, there's zero reason to run the bank missions unless you like badges. And why should I be bothered adding yet another temp power to my long list and generally full trays?
    If you run Positron part 2, you'll automatically be granted a jet pack temp power when you arrive at the Faultline dam mission. There's no need to specifically run a bank mission in order to get the early jet pack.
  9. Quote:
    Originally Posted by Argentae View Post
    This is a big one: As LM mentioned, Living Shadows is AMAZING when slotted with 4 procs. Specifically, if you have the ability, I'd buy the Posi proc and Trap of the Hunter Proc from the marketplace with Paragon points. The different proc firing algo that store bought procs use works really well with AOE immobs. The other two procs I use are the Will of the Controller proc and the Cloud Senses proc. I use the other two slots for frankenslotting the acc, rech and endred needed.
    This thread prompted me to look at how I could shift some slots around to take advantage of procs in Living Shadows. I am curious to know how well the Will of the Controller proc is working there. From my understanding, the ppm formula penalizes quick recharging AoEs compared to the flat percentage of normal procs (an unfortune consideration with coming changes).

    At any rate, I do agree procs work nicely in Living Shadows. I'm glad a closer inspection has revealed how I can leverage them in my build without significant changes.

    Quote:
    This may be unorthodox, but in the process of playing my Dark/Dark up into the incarnate content I've totally dropped any attempt for traditional AOE control. Seriously. The -ToHit + heavy def (esp ranged) that Dark/Dark puts out makes actually applying a status effect to the spawn redundant. Heart of Darkness is totally unnecessary. I did take Shadow Field, but more as an additional -ToHit when needed.

    Arg
    I don't find this strange at all. As I mentioned earlier, I rarely find myself using Possess or Heart of Darkness during the end game. Part of this is due to the simple fact of how much -to hit Dark/Dark can put out. My opening maneuver generally consist of Fearsome Stare (-22.79% to hit), Living Shadows (-7.5%), and toggling on Darkest Night (another -22.79%); that's a solid -53.06% to hit. Even against +4 enemies, that's a nice -25.47%. Of course, that's also working with around 26% defense provided to allies via Shadow Fall, Maneuvers, and Fade. For most content, that amount of buff/debuff provides very reasonable safety.

    Quote:
    Originally Posted by Local_Man View Post
    That's too bad. A single target Confuse that does not draw aggro is a very powerful tool. Invisibility + a no aggro single target confuse makes it fairly easy to get glowies without getting aggro for stealthing missions. You can cut down the odds before a fight begins. You can take out mezzing foes and turn them into your own mezzers. You can turn foe buffers into team buffers. (I love sneaking up to Rikti Guardians and confusing them to get the AM buff. I have been able to stack 6 at one time.)

    Yes, it is not all that useful on large, fast moving teams, but it has so many good uses that I have always felt that it is a mistake to skip it.
    I also want to second what Local has to say here. Though most builds are created with an eye towards the end-game it is worth considering the usefulness of powers prior to that. I often exemplar to take part in task forces. Especially at low levels, confusion can take out very dangerous mobs, i.e. Ruin Mages on the Positron TFs. Even at higher levels there are those you want to confuse before engaging such as Malta Sappers or Carnie Master Illusionists (confusing them will make the pets they summon turn against them). Generally, I would advice anyone to take the power. Though it isn't useful in every situation, the situations where it is useful it tends to be very useful.
  10. Some comments on both builds:

    C_S

    Dark Grasp: my personal preference here is 4 Basilisk's Gaze and a damage IO. Boosted, it gives you a reasonable amount of damage enhancement.

    Tar Patch works pretty well out of the box. If it wants for anything it's recharge primarily and maybe a bit of end. reduction. There really is no need to slot for slow movement as most things will be immobilized by you, Umbra Beast, or Dark Servant or simply standing still due to fear. The few things that resist immobilize (Warwolves and Igneous come to mind) generally also resist movement debuffs. My recommendation: 1-2 slots recharge or frankenslot for recharge/end. reduction

    Possess is an excellent power, but works best when it's aggro free. The damage proc from the Will of the Controller set will occasionally cause it to cause aggro. The Coercive Persuasion set is a much better set if it fits your budget and the proc turns it into a mini-Mass Confusion. If you don't want to delve into purple sets then Malaise's Illusion will grant you similar bonuses to WotC and allow you to reserve those for a different power.

    Fearsome Stare: with a base duration of almost 30 seconds, I prefer to enhance its to hit debuff though that only last for 20 seconds. Also note that while the fear duration will vary with level, the debuff strength and duration will not.

    Heart of Darkness: this is where I'd slot WotC. The only other Stun set that allows you both recharge and ranged defense comes with an irritating proc (20% chance of mag 6 knockback). Slotting the to hit debuff here seems a bit wasteful when you didn't do so for Fearsome Stare which offers twice the debuff.

    Howling Twilight: I didn't 5-6 slot this in my own build, but I was tempted to do so. I had to settle for two recharge IOs. It's a handy stun and a great debuff that you'll want up often. I would focus slotting on recharge.

    Shadow Fall: You're going to want to slot for some endurance reduction here. Frankly, I think it deserves 6 slots. It can provide a moderate boost to defense (about 6% defense to all) and some very useful resistance (psionic resists will help cover the holes in many of your teammates' armor sets and is invaluable on a MoM trial).

    Fade: Like Shadow Fall, you've got a mixture of defense and resistance here. The resistances are a bit more useful in types (smashing and lethal resist stack nicely with many epic armors), but smaller value. Defense should be your primary slotting concern though resistance slotting also has value.

    Shadow Field: The Lockdown proc works nicely here. You'll notice it proc a few times when you fire it and occaionally afterwards. The rest of the Lockdown set I find unimpressive. I'd gladly trade the defense for the 7.5% recharge bonus in Basilisk's Gaze. Also note that the range defense bonus only differs by 1.25%.

    Aside from those things, I also noticed that you have a significant endurance problem. Without the buffs from Ageless or Soul Absorption, you're losing endurance almost as fast as you regain it. In my experience, even with Soul Absorption slotted with for end. mod. and recharge, Dark/Dark is a very endurance heavy set.

    SacredMay:

    The first thing I noticed in your build was the lack of Possess and Heart of Darkness. To be honest, I don't regularly use either during high end play. However, I think they're quite invaluable if you intend to exemplar.

    I also went with the Soul PPP. However, I used the armor from it. Stacked with Fade, you can get some nice resistances to smashing/lethal. As the most common type of damage in the common, you might be surprised how often that helps layered with your defenses.


    Finally, here's my build for reference. It was quite expensive, probably more so than justifiable. There are also some things I would improve if I could. For instance, I'd like to proc Living Shadows for more damage and may shift Dark Servant's slotting to some more useful.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Darkness Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Dark Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(5), BasGaze-Rchg/Hold(5), BasGaze-Acc/EndRdx/Rchg/Hold(40), Dmg-I(43)
    Level 1: Twilight Grasp -- Nictus-Heal(A), Nictus-Acc/Heal(46), Nictus-Acc/EndRdx/Rchg(46), SipInsght-Acc/EndRdx/Rchg(48), Cloud-Acc/EndRdx/Rchg(48)
    Level 2: Living Shadows -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(3), SipInsght-Acc/Rchg(3), SipInsght-ToHitDeb/EndRdx/Rchg(25), SipInsght-Acc/EndRdx/Rchg(25)
    Level 4: Tar Patch -- RechRdx-I(A)
    Level 6: Darkest Night -- HO:Enzym(A), HO:Enzym(7)
    Level 8: Possess -- CoPers-Conf(A), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(11), CoPers-Conf%(34)
    Level 10: Fearsome Stare -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(34), SipInsght-Acc/Rchg(37), SipInsght-ToHitDeb/EndRdx/Rchg(37), SipInsght-Acc/EndRdx/Rchg(39)
    Level 12: Heart of Darkness -- SWotController-Rchg/Dmg%(A), SWotController-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SWotController-EndRdx/Rchg(13), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(15), SWotController-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(50)
    Level 14: Howling Twilight -- RechRdx-I(A), RechRdx-I(39)
    Level 16: Shadow Fall -- LkGmblr-Rchg+(A), LkGmblr-Def(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam(19), RctvArm-EndRdx(19), RctvArm-ResDam/EndRdx/Rchg(21)
    Level 18: Haunt -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(27), RechRdx-I(29), ExRmnt-Acc/Dmg/Rchg(29), ExRmnt-EndRdx/Dmg/Rchg(34)
    Level 20: Fade -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam/Rchg(23), LkGmblr-Def/EndRdx/Rchg(43), S'fstPrt-ResDam/Def+(50)
    Level 22: Fly -- Zephyr-ResKB(A)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27)
    Level 26: Shadow Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(31), BasGaze-Rchg/Hold(31), BasGaze-Acc/Rchg(31), Lock-%Hold(36)
    Level 28: Soul Absorption -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(37)
    Level 30: Hover -- Empty(A)
    Level 32: Umbra Beast -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33)
    Level 35: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(36), RctvArm-EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(39), GA-3defTpProc(50)
    Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(40), Cloud-Acc/Rchg(40), Cloud-%Dam(42)
    Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(43)
    Level 44: Dark Obliteration -- Posi-Dam%(A), Posi-Acc/Dmg(45), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rchg(46)
    Level 47: Shadowy Binds -- Dmg-I(A), Dmg-I(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(7), P'Shift-End%(42)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Agility Core Paragon
    ------------



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  11. Quote:
    Originally Posted by JordieLc View Post
    Well my thing is , I wanna have Cap Def/Fast Recharge/Not Really Caring Much About Dmg , Im all about Crowd Control, but doing this all with PSY as my epic, so that I can have some status res/protection


    So If anyone can make me a build ( Earth / Storm )

    + Strong Def (With PSY [No Barrier] )
    + High Recharge
    + Strong Holds, (No O2 Boost (Sub - Thunderclap )
    + And If possible , No Tough or Weave :/ Maneuvers is ok :P
    Without Tough/Weave or a defense based armor, you're going to have a difficult time capping your defense. (Tough with a relatively easily acquired IO + Weave with only base slotting is 7.5% defense.) Most likely, you'll have to build for capped range defense which is ok if you plan to leverage Hurricane. However, bear in mind, many of the attacks you received at range will actually be AoE.

    Here's something I tossed together quickly (far from ideal and using some expensive IOs):

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    With an Earth/Storm also keep in mind your ability to debuff to hit in melee (Hurricane) and at range (Earthquake). Before you reach Incarnate content it can often shore up your defenses if you haven't hit 45%. Once you hit Incarnate content you'll need those debuffs to help close the gap between the regular softcap (45%) and the Incarnate softcap (59%).

    As for Barrier, if you take the Core Epiphany branch , it will give you at least 5% defense and 5% resistance until you can recast it.
  12. I find it amusing that the Leaping pool basically got a combat Teleport while the Teleport pool got the anywhere Tram.

    I'd love to see a short recharge, quick activating, short range TP... perhaps with a chance to stun in an 8 feet radius.
  13. Quote:
    Originally Posted by DLancer View Post
    I would like to see the Beam Rifle models ported over to Bots MMs, and I would also like to see Beam Rifle get Rikti Rifles and Crey Rifles.
    This would be nice. Also Carnival of Light/Vengeance/War maces made available for everyone that uses maces. Right now, they're pretty much limited to War Mace. This isn't the case with the Celestial mace. Why so for the Carnie mace?
  14. Quote:
    Originally Posted by Lucky666 View Post
    For the 1st bold part you left out hasten which is not a insignificant amount of recharge.
    To clarify, that would be 110% recharge from global bonuses (enough for perma-Hasten with 95% recharge slotting) and 70% from Hasten itself. If you somehow added another 70% global recharge on top of that for 250% global recharge, it would reduce Tar Patch a whopping 3 seconds. One thing I try to encourage people to keep in mind while pursuing recharge is that it comes with diminishing returns; after certain break points (perma-PA, perma-Hasten, perma-Fade, etc) there's little use to more beyond a buffer against debuffs.

    Quote:
    For the second bold so what that's what darkest night is for.
    True, and it does offer more -damage than EF.
  15. Quote:
    Originally Posted by Local_Man View Post
    My opinion is that in most of the game, teams plow through content very fast and there isn't time to double stack Tar Patch, Freezing Rain, Sleet and similar powers. Most regular content dies too fast even in TFs and incarnate trials. On the fast-moving stuff, 22.5% up all the time vs. 30% most of the time doesn't really make much difference, and EF might be better since it is up more often. The double stacking tactics only become useful on AVs and EBs -- and granted, that's when you need it most.
    This. Even with 180% global recharge and slotting for 95.9% recharge, Tar Patch takes 23.94 seconds to recharge. Tack on the 3.3 second activation and it's 27.24 seconds between Tar Patches. I'm sure Laev won't be satisfied with anything outside of datamining the average time for mob defeats, but in my experience that's a long time for anything barring EBs and AVs to stay alive on a team/league. Of course, casting it near the end of a mob's lifespan can mean not having it for the next.

    Even if we assumed a much longer fight that flat -60% resist is a misleading number. That is, after all, the plateau of Tar Patches debuffing. With 27.24 seconds between patches there is only 17.76 second window of overlap, doubled stacking only 39.47% of the time. That means an average resistance buff of 41.8%, significantly more than EF but significantly less than the -60% being bandied about.

    Quote:
    But it is always a mistake to focus on only one aspect of a secondary. Rad provides such a well-rounded and flexible set of tools that I find it fits every situation. While the -Resistance may be lower against those tough targets, the -Regen from LR and EM Pulse is outstanding. AM provides a damage boost (which may make up for the lower -Resistance for anything other than Phantom Army), a Recharge boost and a Recovery boost (helping you attack more often).
    This conversation has also skipped over the fact that EF offers -damage which Tar Patch does not. Or that Radiation can bolster its -resist a small amount with the Achilles' Heel proc in Radiation Infection.
  16. ketch

    Player's Summit

    Quote:
    Originally Posted by BenRGamer View Post
    Took it. Hopefully alot of people suggest an Account-wide Patron Pool Unlocker item in the Paragon Market...
    I wish I had thought of it. I do hate the round trip to get those pools.
  17. Because you told me I should be playing a Crab SoA! Which is it, Dug?! Why are you so demanding?

    *sob, sob, sob*
  18. Quote:
    Originally Posted by Necrotech_Master View Post
    while going through and doing this change, would you also be fixing the broken procs?

    right now i think there are still several procs which are just not working period, i think the absolute amazement proc is still not working from what ive heard
    I don't believe the Fortunata Hypnosis: chance to placate is working in PVE either.
  19. Quote:
    Originally Posted by Tater Todd View Post
    All I have to say is build up...not tear down.
    Which leads to building higher and higher... and constantly revisiting old sets to meet the newest standard.


    Quote:
    Again like I said before build the rest of the control sets along the lines of Illusion, Earth, Plant, Elec, Fire and Dark. Do not start the nerfcoaster because once it starts it will not stop until everyone is miserable.

    Once you nerf Plant then Illusion will be nerfed...then Dark then...ect lets focus on the sets that need love like Ice, Mind, Gravity and maybe a touch of help in Elec.
    I think the devs did a good job with Dark Control ,and Electric for that matter. Dark sits slightly above the middle of the pack in damage, but pays for it with some odd quirks. Electric, in my opinion, has more damage potential than most credit it for due to the generally low opinion of Jolting Chain and its slow single target activations.
  20. Quote:
    Originally Posted by Oedipus_Tex View Post
    At best, Roots should be doing the damage of Fire's immobilizes. In fact, even the numbers on Fire's cages in a game now filled with damage procs and incarnate powers are eyebrow raising enough that I'm convinced a review of all Control sets is in order. But at least Fire adheres to the basic metric: it gets the same base damage as other sets, then tacks on a little DoT. Plant just straight up doubles the numbers. It would be like having Explosive Arrow randomly deliver twice as much damage as every other AoE. It just isn't done with attack powers. And since this power is clearly an attack, it needs to be brought in line.
    Just to add a bit, I think we'll see some normalizing with the procs changing from flat percentage chances to the PPM formula. I know it would likely cause a great deal of frothing at the mouth, but I think it would be in the best interest of balance for them to take a long look at interface proc rates as well and consider if they need to utilize the PPM formula.
  21. Quote:
    Originally Posted by Oedipus_Tex View Post
    WARNING: People who only want to press for buffs without also considering that nerfs are also possibly necessary shoudl stop reading here.


    It's time we had an honest discussion about Plant Control.

    Specifically, we need to talk about how outrageously overpowered it is and what to do about it. I don't feel it's honest in the slightest for us players to tell the developers this set or that set needs buffs while not doing the same kind of analysis on a gross overperformer like this one.
    Indeed. I love Plant Control, but when I see people refer to it as a point for balancing other control sets I must shake my head.

    Quote:
    Snip!
    Since you covered Roots, I'll handle Seeds of Confusion.

    First, it has longer duration than other every spawn controls; 37 seconds of confusion vs. 15 seconds of stun for Stalagmites, Flash Fire, Wormhole and Heart of Darkness, 28 seconds of fear from Terrify and Fearsome Stare, and even beats out the 30 second patches of Ice Slick and Earthquake. It has higher base accuracy than other every spawn controls (90% vs 60%); even if we compare it with other cone mezzes it comes out ahead (Fearsome Stare: 75%, Siren's Song: 67.5%); even its sister power Synaptic Overload has a lower accuracy on it's initial attack (75%). Then it's recharge beats out many AoE controls with a 60 second recharge vs. the more traditional 90 seconds found on Stalagmites, Ice Slick, and others. Terrify, Fearsome Stare, and Static Field beat out Seeds in recharge, but provide neither the same mitigation or damage contribution.


    Quote:
    Originally Posted by Tater Todd View Post
    *Stop it!* No nerfing of Plant! It's not the lead in damage Fire is. Plant is exceptional because it's an all around good set with damage that makes Fire Control sweat....a lot.

    Suddenly Plant is so horrible funny how I didn't see any of this attitude on the forums before the Pet/Fire Imps Nerf.
    Having played a plant/ff and a fire/ff, I have serious doubts that fire retains the top stop for damage... and neither of those characters had the benefit of Interface. Once Interface enters the picture I think Plant clearly pulls ahead with the ability to proc reliably and many more targets.

    In regards to when the idea arrived, bear in mind there was only a year between Plant's introduction to controllers and the pet recharge change. After that there have been numerous tweaks to Carrion Creepers that allowed it to take advantage or more procs and to benefit from damage enhancement across all applicable sets. You may not have heard much about Plant's damage potential at the time because it simply wasn't what it would eventually become. Add to this that it takes time for the general mindset of players to change from the de facto "Fire is best for damage" to recognizing what Plant could also do.
  22. Quote:
    Originally Posted by Dogma View Post
    Someone pro and con this for me... I'm not seeing any pros for this...
    I imagine the proc rate of some things will go up. Decimation's chance for build up is only 5% in its non-SBE form. With the SBE, it's about 16% in Blaze and similar recharging powers. At the extreme end, it was proc'ing over 50% in some of the holds in APP/PPPs. Hopefully, we'll see a nice median rate better than the crappy 5%.
  23. ketch

    Mutant issue....

    The way the X-books addresses mutants as a persecuted class, in my opinion, doesn't work very well in a setting filled with other super powered beings. A man born with spider-like powers is a freak, but a person granted spider-like powers by an experiment gone wrong is A-OK. I've long supported the notion that the X-books should be separated from the rest of the Marvel universe so that the premise didn't seem so nonsensical.

    Putting that aside, I think there is room for more mutant stories in CoH. Mutations could be seen as randomly putting power in individuals hands (more so than the science, tech, and magic that freely float around the city) without precautions to what kind of person acquires those powers. I could easily see Malta trying to stop a boom in the population of super-powered individuals.
  24. This is quite a disappointing change. The extent of how often these procs fired was exposed a sufficiently long enough time before their release that they should have a) been corrected then or b) been delayed.

    It was, perhaps, my poor assumption that store bought items should have some advantage over their counter-parts. After all, SBEs have the distinct advantage that they give their full enhancement value at max level and retain their set bonuses when exemplared to their lowest level. Is this an advantage that will be ruled out in the future as well? This sort of change makes me very dubious about making enhancement purchases and the like on the market again.