Containment & Temp. Powers


Carnifax

 

Posted

I started my new Mind Controller on weekend. As i wanted him to be different from Psy-knight i will make him a telepath (that means no levitate and telekinesis). So he will lack many usefull things Psy-knight have, like AM, Radiation debuffs and high damage of levitate.

As he struts around as a cowboy i thought Revolver will be a good choice to cover that damage but i don't know if it's benefit from containment. If it is i will have an empty power slot. If not i think i will cover it with another pool attack other than Air Superiority; maybe jump kick (which is strangely doesn't apply complete damage on containment).


 

Posted

im not sure how the craftable temps work for containment.

but no reward temps ive used respond to containment.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Pretty sure Craftables don't get Containment either.

It was added on a per-power basis and tends just to be Controller primaries, power & epic pools that get it.


 

Posted

Yeah i think Sands of Mu doesn't get containment but with my weak memory i am remembering something about that sword from Croatoa arc get containment.

Anyway at least jump kick and if it burns Oil Slick Arrow will cover damage i hope.

Thanks for the replies.

PS: If some controller player wonders about Jump Kick, here is the deal. On my level 10ish mind troller Jump Kick does 20 damage without containment. With containment damage becomes something like 16-11, not like double base damage of Air Superiority or other pool attacks like boxing or kick.


 

Posted

Just looking at City of Data and you're right, for some reason its about 5/6s of the original damage. For Containment and also other "bonus" damages like Criticals and as the basis of Scourge.

Linky

And as you say Air Sup doesn't suffer from this. Weird.


 

Posted

[ QUOTE ]

PS: If some controller player wonders about Jump Kick, here is the deal. On my level 10ish mind troller Jump Kick does 20 damage without containment. With containment damage becomes something like 16-11, not like double base damage of Air Superiority or other pool attacks like boxing or kick.

[/ QUOTE ]The first number should still be 20 if you're using it against the same target. The extra damage is indeed slightly lower for jump kick though, and not just for containment but for criticals and scourge as well.


 

Posted

I know it from this awesome guide . As AS other pool attacks doesn't suffer from it, including Epic attacks.

Actually Max i was thinking about the same thing. I noticed it during hollows versus same troll mobs (no lt or boss). Also first damage is dropping which is kinda weird. But i will control it again tonight for confirming it. (As i deleted Smokey Medic i will try to get Jump Kick before the AS on Psy-ranger)


 

Posted

[ QUOTE ]
I know it from this awesome guide .

[/ QUOTE ]
And he's right about this too:

[ QUOTE ]
Pool Powers to Avoid


Leaping-/Jump Kick
Available: L6
Importance: Avoid

[/ QUOTE ]


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

Hm, that's odd. The only attack I knew that doesn't do double damage with Containment is Spectral Wounds, and that's only because it doesn't count the temporary damage portion that gets healed later, just the regular damage.


 

Posted

With highest regards to your opinion (which is very valuable to me, as you are the man behind my main) i am making a concept character and other pool attacks has those disadvantages:

Boxing/Kick: Lower damage. Even lower than weird damage of Jump Kick.
Flurry: Well Psy-ranger is a Telepath, with super speed fists being a totaly normal person doesn't match.
Jump Kick: Weird damage, long activision time etc. but still can't beat the coolness of athletic cowboy.
Air Superiority: Already in build. (Also this attack is known by his mentor, Psy-knight )

Mind's damage is fairly good in low levels but higher levels it becomes really weak. As i can't go into any power pool attack too. AS, Mesmerize, Dominate, Jump Kick, Revolver and maybe Oil Slick will be all the damage he can do. (Yeah i won't even use Sands of Mu either)


 

Posted

Why not pick the Ghost Axe instead of Mu and use that? I mean if you're using a revolver why not a great big axe (nice with TA too as it works well with Acid Arrow).

With AS, Mesmerise, Dominate and the Ghost Axe you should have a fairly full chain anyway wouldn't you? No point taking Jump Kick too if AS or Mes or Dominate has recharged anyway.


 

Posted

Hmm you have a point i think. Without ghost axe i have a chain already Mesmerize, Dominate, Revolver, AS. I don't want Ghost Axe as Psy-Ranger is an Southern Boy with good old southern manners. Yes to pistol no to Axe.

Leaving JK out of the build will let me get Posion Gas Arrow too. I am telling you this boy will be a control monster. For soloing, well it will be slow but fun (yay for dominate graphics, love that suffering villians). If i find my damage is too low still i will include Boxing, fast recharge and full containment.

EDIT: I also found another suitable attack: Baseball Bat. Nothings more american than baseball, aye? So long Jump Kick.


 

Posted

Here's an update for you about current situation on Psy-ranger. Maybe those tips helps someone.

As my friends stated no containment damage from Revolver. Also you can't craft multiple revolvers you should always re-craft one after use 30 bullets it holds. Damage is not very brilliant but shooting enemies as a finishing move really look classy on my cowboy.

Flash Arrow has a problem i think. During last night session it aggroed mobs 2 times. I know from my former TA/Psi defender Flash has some bug, sometimes when you apply it twice it creates aggro. But this time it is one time hit and even the mobs that can't see you actually get aggroed. Also as Flash arrow have a wide AoE range get ready to face large enemy groups. (which i caused last night )

Even i love Trick Arrow set, with two problematic powers i started to think another secondary for Psy-ranger. Maybe i will go Mind/PFF (force field generating belt will be a good excuse for it). Maybe i will give up that idea after all


 

Posted

Do you have a proc in your flash arrow.

if thats possible?

Also the sword from Croatoa does not do Containment, i have it if you'd like a demo of that effect. It does do a double damage special to all Croatoan mobs. (Tuatha, Ghosts, Fir Bolg, Sally and Red Caps) which is certainly useful.


Quote:
Originally Posted by VoodooGirl View Post
[*]Watching out for the Spinning Disco Portal of D00M!*

 

Posted

Just don't pick Flash Arrow. It's situational anyway really (like Smoke in Fire Control). I'd leave it out (in fact I always do).

Only time -perception is really handy is when you're sneaking about imo, or to ensure a second group doesn't also attack you.

Whats the other problematic power?


 

Posted

Heh that explains my containment theory, Jamie.

My flash arrow has one slot which has a - To Hit Debuff on it.

I get Flash just for that situations Carnifax. The extra aggro was from large mobs near the ones we fighting (they couldn't aware of the fight till i shoot them with flash).

Other power i mentioned is Oil Slick and its flaming up issues. Anyway here's the build i had in mind after tonight's respec.

First some info about Psy-ranger. Austin Hawke was an ordinary southern boy since the day he kidnapped by Crey and used as a test subject. Crey scientists implanted neuro-ampfliers to his head which give him telepathic abilities. Luckily devices that used on Austin was only prototypes and when Psy-knight rescued him from a Crey facility, Crey's telepath army dreams failed for a long time.

After his rescue Psy-knight took Austin under his wing. Tried to teach this young man how to use his psychic abilities. During his time with Psy-knight and other Psy-troops Austin found a bow that belonged a deceased member of the old V6, Beloved of Apollo. He exercised countless hours to become a talented marksman. His relationship with Psy-knight grew close and once lost young guy found a friend, a mentor and more in him. He settled with his new family and adopted "Psy-ranger" identity to help them to fight against Crey and Rikti.

However even with Psy-knight's best efforts, Austin's powers hard to control. His telepathic abilities so raw that cause pain even with their gentlest use.

Hero Plan by Mids' Hero Designer 1.30
http://www.honourableunited.org.uk/mhd.php

Psy-ranger: Level 50 Technology Controller
Primary Power Set: Mind Control
Secondary Power Set: Trick Arrow
Power Pool: Flight
Power Pool: Fitness
Power Pool: Concealment
Ancillary Pool: Psionic Mastery

Hero Profile:
Level 1: Mesmerize <ul type="square">[*] (A) Devastation - Accuracy/Damage: Level 50[*] (9) Devastation - Damage/Endurance: Level 50[*] (43) Devastation - Damage/Recharge: Level 50[*] (43) Devastation - Accuracy/Damage/Recharge: Level 50[*] (46) Devastation - Accuracy/Damage/Endurance/Recharge: Level 50[/list]Level 1: Entangling Arrow <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Recharge: Level 50[*] (45) Enfeebled Operation - Endurance/Immobilize: Level 50[*] (45) Enfeebled Operation - Accuracy/Endurance: Level 50[*] (46) Enfeebled Operation - Immobilize/Range: Level 50[*] (46) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50[/list]Level 2: Dominate <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage: Level 50[*] (3) Thunderstrike - Damage/Endurance: Level 50[*] (3) Thunderstrike - Damage/Recharge: Level 50[*] (5) Thunderstrike - Accuracy/Damage/Recharge: Level 50[*] (5) Hold Duration IO: Level 50[*] (7) Hold Duration IO: Level 50[/list]Level 4: Glue Arrow <ul type="square">[*] (A) Tempered Readiness - Accuracy/Slow: Level 50[*] (7) Tempered Readiness - Accuracy/Endurance: Level 50[*] (9) Tempered Readiness - Endurance/Recharge/Slow: Level 50[*] (34) Tempered Readiness - Accuracy/Damage/Slow: Level 50[*] (37) Tempered Readiness - Range/Slow: Level 50[/list]Level 6: Confuse <ul type="square">[*] (A) Perplex - Accuracy/Recharge: Level 50[*] (17) Perplex - Accuracy/Endurance: Level 50[*] (19) Perplex - Confused/Range: Level 50[*] (37) Perplex - Recharge/Confused: Level 50[/list]Level 8: Air Superiority <ul type="square">[*] (A) Mako's Bite - Accuracy/Damage: Level 50[*] (40) Mako's Bite - Damage/Endurance: Level 50[*] (40) Mako's Bite - Damage/Recharge: Level 50[*] (42) Mako's Bite - Accuracy/Endurance/Recharge: Level 50[/list]Level 10: Ice Arrow <ul type="square">[*] (A) Ghost Widow's Embrace - Accuracy/Recharge: Level 50[*] (11) Ghost Widow's Embrace - Accuracy/Hold/Recharge: Level 50[*] (11) Ghost Widow's Embrace - Chance of Damage(Psionic): Level 50[*] (19) Ghost Widow's Embrace - Hold/Range: Level 50[*] (43) Ghost Widow's Embrace - Endurance/Hold: Level 50[/list]Level 12: Mass Hypnosis <ul type="square">[*] (A) Call of the Sandman - Accuracy/Recharge: Level 50[*] (13) Call of the Sandman - Endurance/Sleep: Level 50[*] (13) Call of the Sandman - Accuracy/Endurance: Level 50[*] (15) Call of the Sandman - Accuracy/Sleep/Recharge: Level 50[*] (17) Call of the Sandman - Sleep/Range: Level 50[*] (48) Recharge Reduction IO: Level 50[/list]Level 14: Fly <ul type="square">[*] (A) Soaring - FlySpeed: Level 50[*] (15) Soaring - Endurance/FlySpeed: Level 50[/list]Level 16: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Healing IO: Level 50[/list]Level 20: Stamina <ul type="square">[*] (A) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[*] (21) Endurance Modification IO: Level 50[/list]Level 22: Total Domination <ul type="square">[*] (A) Accuracy IO: Level 50[*] (23) Accuracy IO: Level 50[*] (23) Hold Duration IO: Level 50[*] (29) Hold Duration IO: Level 50[*] (31) Recharge Reduction IO: Level 50[*] (34) Recharge Reduction IO: Level 50[/list]Level 24: Acid Arrow <ul type="square">[*] (A) Undermined Defenses - Defense Debuff: Level 50[*] (25) Undermined Defenses - Recharge: Level 50[*] (25) Undermined Defenses - Defense Debuff/Endurance: Level 50[*] (50) Undermined Defenses - Defense Debuff/Recharge: Level 50[*] (50) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50[/list]Level 26: Terrify <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Recharge: Level 50[*] (27) Glimpse of the Abyss - Endurance/Fear: Level 50[*] (27) Glimpse of the Abyss - Accuracy/Endurance: Level 50[*] (31) Glimpse of the Abyss - Fear/Range: Level 50[*] (31) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50[/list]Level 28: Disruption Arrow <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (29) Recharge Reduction IO: Level 50[/list]Level 30: Stealth <ul type="square">[*] (A) Defense Buff IO: Level 50[/list]Level 32: Mass Confusion <ul type="square">[*] (A) Malaise's Illusions - Accuracy/Recharge: Level 50[*] (33) Malaise's Illusions - Endurance/Confused: Level 50[*] (33) Malaise's Illusions - Chance of Damage(Psionic): Level 50[*] (33) Malaise's Illusions - Confused/Range: Level 50[*] (34) Malaise's Illusions - Accuracy/Confused/Recharge: Level 50[*] (40) Recharge Reduction IO: Level 50[/list]Level 35: Oil Slick Arrow <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage: Level 50[*] (36) Positron's Blast - Damage/Endurance: Level 50[*] (36) Positron's Blast - Damage/Recharge: Level 50[*] (36) Positron's Blast - Damage/Range: Level 50[*] (37) Positron's Blast - Accuracy/Damage/Endurance: Level 50[/list]Level 38: EMP Arrow <ul type="square">[*] (A) Hold Duration IO: Level 50[*] (39) Recharge Reduction IO: Level 50[*] (39) Recharge Reduction IO: Level 50[*] (39) Accuracy IO: Level 50[/list]Level 41: Poison Gas Arrow <ul type="square">[*] (A) Lethargic Repose - Accuracy/Recharge: Level 50[*] (42) Lethargic Repose - Endurance/Sleep: Level 50[*] (42) Lethargic Repose - Accuracy/Endurance: Level 50[*] (50) Lethargic Repose - Accuracy/Sleep/Recharge: Level 50[/list]Level 44: Indomitable Will <ul type="square">[*] (A) Recharge Reduction IO: Level 50[*] (45) Recharge Reduction IO: Level 50[/list]Level 47: Mind Over Body <ul type="square">[*] (A) Resist Damage IO: Level 50[*] (48) Resist Damage IO: Level 50[*] (48) Endurance Reduction IO: Level 50[/list]Level 49: Invisibility <ul type="square">[*] (A) Endurance Reduction IO: Level 50[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]+10.5% DamageBuff[*]+1.88% Defense(Smashing)[*]+2.5% Defense(Lethal)[*]+4.38% Defense(Energy)[*]+7.2% Max Endurance[*]+37% Enhancement(Accuracy)[*]+4% Enhancement(Confused)[*]+2.5% Enhancement(Held)[*]+3% Enhancement(Immobilize)[*]+32.5% Enhancement(RechargeTime)[*]+9% Enhancement(Sleep)[*]+1.5% Enhancement(Slow)[*]+2.75% Enhancement(Terrorized)[*]+131 (10.9%) HitPoints[*]+MezResist(Held) (Mag 3.3%)[*]+MezResist(Immobilize) (Mag 3.3%)[*]+9.5% Recovery[*]+18% Regeneration[*]+1.58% Resistance(Fire)[*]+1.58% Resistance(Cold)[*]+1.88% Resistance(Negative)[*]+5% RunSpeed[/list]------------
[u]Set Bonuses:[u]
[u]Devastation[u]
(Mesmerize)<ul type="square">[*] +12% Regeneration[*] +27.1 (2.25%) HitPoints[*] +3% DamageBuff[*] +MezResist(Held) (Mag 3.3%)[/list][u]Enfeebled Operation[u]
(Entangling Arrow)<ul type="square">[*] +3% Enhancement(Immobilize)[*] +1.88% Resistance(Negative)[*] +2.5% Defense(Lethal)[*] +3.75% Enhancement(RechargeTime)[/list][u]Thunderstrike[u]
(Dominate)<ul type="square">[*] +2% Recovery[*] +2.5% Defense(Energy)[*] +7% Enhancement(Accuracy)[/list][u]Tempered Readiness[u]
(Glue Arrow)<ul type="square">[*] +1.5% Recovery[*] +1.5% Enhancement(Slow)[*] +0.9% Max Max Endurance[*] +3.75% Enhancement(RechargeTime)[/list][u]Perplex[u]
(Confuse)<ul type="square">[*] +6% Regeneration[*] +1.5% Enhancement(Confused)[*] +5% Enhancement(Accuracy)[/list][u]Mako's Bite[u]
(Air Superiority)<ul type="square">[*] +MezResist(Immobilize) (Mag 3.3%)[*] +18.1 (1.5%) HitPoints[*] +3% DamageBuff[/list][u]Ghost Widow's Embrace[u]
(Ice Arrow)<ul type="square">[*] +5% RunSpeed[*] +22.6 (1.88%) HitPoints[*] +2.25% Max Max Endurance[*] +2.5% Enhancement(Held)[/list][u]Call of the Sandman[u]
(Mass Hypnosis)<ul type="square">[*] +5% Enhancement(Sleep)[*] +22.6 (1.88%) HitPoints[*] +2.25% Max Max Endurance[*] +6.25% Enhancement(RechargeTime)[/list][u]Soaring[u]
(Fly)<ul type="square">[*] +1% Recovery[/list][u]Undermined Defenses[u]
(Acid Arrow)<ul type="square">[*] +2% DamageBuff[*] +1.8% Max Max Endurance[*] +7% Enhancement(Accuracy)[*] +18.1 (1.5%) HitPoints[/list][u]Glimpse of the Abyss[u]
(Terrify)<ul type="square">[*] +2.75% Enhancement(Terrorized)[*] +22.6 (1.88%) HitPoints[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[/list][u]Malaise's Illusions[u]
(Mass Confusion)<ul type="square">[*] +2.5% Recovery[*] +2.5% Enhancement(Confused)[*] +2.5% DamageBuff[*] +6.25% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
(Oil Slick Arrow)<ul type="square">[*] +2.5% Recovery[*] +1.575% Res(Fire, Cold)[*] +9% Enhancement(Accuracy)[*] +6.25% Enhancement(RechargeTime)[/list][u]Lethargic Repose[u]
(Poison Gas Arrow)<ul type="square">[*] +4% Enhancement(Sleep)[*] +1.88% Defense(Energy)[*] +1.88% Defense(Smashing)[/list]


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Posted

Why are you going for the full 5 sets in Ice Arrow? The set bonuses aren't that great for a TA really, plus the Chance of Psi Damage is awful in it (I tried it for a while). You'd be better off Frankenslotting it a tad (remove the Chance for Psi and stick in an Acc/Hold/Recharge).

I hate Slow sets in Glue arrow too, all that Acc is a waste (stupid, badly thought out Slow sets! I'd love a bit of variety in these damn things), but the set bonus is decent I suppose. A PROC works well in there though (Its AOE and will go off every 10 seconds). I've the damage PROC and a -Recharge PROC in here along with 2 Recharge IOs.

Ditto with Poison Gas Arrow the Acc is a waste and the set bonuses aren't that good. I'd just slot it with some Recharge IOs and spend the rest of the slots elsewhere personally. I've the Chance for -Recharge PROC in here.

You may need an Acc in Acid Arrow as it needs a ToHit check and its annoying when it misses.

EMP Arrow, stick as many Acc/Hold/Recharge IOs in as possible and you can max that sucker out with 4 slots. Maybe 3 Acc/Hold/Recharge (which gets them to about 55% I think) plus a Recharge IO.

For my money Oil Slick arrow is underslotted for Recharge too, personally I went with 2 Posi's, a damage IO, 2 recharge and the slow Damage Proc (Posi's PROC doesn't work in it). I can't remember the last time the oil slick failed to light for me, but I have mainly been doing Cave type missions recently (biggest non-lighting offenders seem to be bits of the Lab maps and bits of that ruined city map where the Psi Clockwork live, as well as a few other outside maps).


 

Posted

I will look to the sloting a bit with your insights.

I have Chance of Psi Damage on Psy-Knight's Domination and when it hits it does more damage than Dominations pure damage. iirc 86 dmg on a hit versus Domination's 40ish damage.

Only doubt i have is if should i get Ice arrow or not. It's hold time pretty shorter than my main hold/sleep. If i use it for containment i already have Entangling Arrow. When soloing i have 3 useful methods of disabling enemies. Versus 3 enemies here is the tactic i use: Confuse one, hold the one he is attacking and sleep the other one then confuse that sleeping one too. Hold confused mob, sleep the held mob etc. As mind's mesmerize even sleep bosses with one hit i can't see any real use for Ice Arrow. If it works better against AVs that will be it's only use for me. Holding AVs with mind, especially in teams is a pain.

Also other than Psy-ranger being a concept toon i think TA works better with less controling primary like Illusion. Even their first tier powers have a good synergy: Entangling Arrow + Spectral Wounds = One hit kill. (or + blind for Lt.). I wish i wouldn't find Illusion boring. I can make a good controller with that set.


 

Posted

I've found I use Ice Arrow way less than my Controller hold though, its slower to recharge, slower to animate (better nowadays but still slow) and doesn't do damage. So the Psi proc was useless there.

You're probably right though, with all the single target mez Mind has you'd could probably even drop Ice Arrow (I'm Grav, so I really need it for bosses).