Things you wish you'd known about your powers...
Detailed info is usually correct, but there's always those oddball powers with @55-backwards mechanics that require a bit more observation.
When in doubt, consult City of Data
That the Ghost Slaying Axe isn't that great if you want something to add to your attack chain.
Took it once... now I only ever take Sands of Mu. |
Indeed. I think I only took it on two toons. One was the 'mistake' toon (like you) and the other was just because I wanted it for a thematic reason...he was a 'weapons' master type of thing...so why not add an 'axe' to his arsenal? (He's a TA/A Defender....like damage means that much anyways )
Leader of The LEGION/Fallen LEGION on the Liberty server!
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My corruptor sees mobs vomiting all the time when I solo. Since I'm responsible for killing everything when I'm solo I'm probably paying more attention to that detail then someone who has Pets to do the arresting.
Aegis: Psionic/Mez Resist is the best sounding IO in theory, yet worst possible in practice.
Here are a few:
Invisibility (the power in the Stealth pool) prevents "aggressive" toggles from hitting enemies without actually shutting the toggle completely off. For example you can run into the center of a group of enemies with Arctic Air and Choking Cloud running and they won't alert until the Invisibility toggle is turned off.
Chain powers in the Electric Control set are actually a series of AoE attacks with a nearly 100% chance to hit all enemies if the first attack lands and the enemies are close together, due to the way the ToHit roll is calculated.
Feared enemies caught in a damaging "rain" power like Ice Storm or Sleet only get a chance to react every 10 seconds, not continuously.
Feared enemies that are knocked down or back by an attack lose their chance to retaliate or run. This happens even if the power applying the Fear is also doing the damage and knockdown (such as Terrify slotted with the Chance for Knockdown proc).
A lot of heavy hitting -Recharge powers actually are over the -Recharge cap for same level enemies, and only have extra effect when used on higher level or more resistant enemies.
Despite all looking more or less the same, the stats on knockdown zone powers are different from power to power. Ice Slick has the largest knockdown chance of any of them, and Liquefy has the lowest.
Enhancing Immobilize duration does not increase the -knockback time in Immobilize powers. Some types of Controllers (mainly Ice Control) can take advantage of this to have both Containment and knockdown at the same time.
Illogicially, hitting an enemy with a Hold or Immob that also has -KB will apply the -KB even if the enemy has sufficient protection to ignore the Hold or Immob.
Knockback powers always calculate knockback direction using the angle between the caster and the victim. For most powers this sends the enemy flying directly away from you. The exception is if the KB is technically cast by a pet, in which case the angle of knockback is based on the pet. Important to understand because of how illogical it is (e.g. an Explosive Arrow that blows up behind your target will send them flying away from you instead of toward you).
Most powers with Knock Up take Knock Back enhancements and IOs.
You can keep Super Speed turned on while flying with a Raptor Pack, allowing you to retain Stealth from that source.
If you Confuse an enemy that summons pets, the pets will usually turn on them even if not individually confused.
Enemies hit with Mass Hypnosis still "notice" you if you stand next to them unhidden. This does not happen with similar confusion powers that are non-notify.
Gale really blows. Like really really blows. (though some people seem to like it)
AV's resist debuffs (freezing rain)
Freezing rain lasts a lot longer then the animation leads you to believe.
Bonfire just wasnt quite what I expected and is situationally very powerful.
Repel can perma lock down multiple bosses if you corner them.
Tornado doesn't just do knock back and damage. It does lots of knock back and lots of damage, and stun and -resist. I have watched it eat bosses whole by itself.
Lightning storm is an AOE. It fires at the closest target to YOU the caster. The range from the cloud to target is much larger then the range away from you it will target a mob.
With lots of recharge you can stack lightning storm. With speedboost and hasten you can manage two full time. (with good slotting)
You can tank with hurricane.
Electric armor for my stalker now has a heal. (when I last played it didn't)
People will actually complain about getting a buff the gives +recharge and +end in large quantities.
Temp invulnerability (epic controller pool) is a toggle not a click.
People will always kill the mob with snow storm on it first -- no matter how many times you explain.
You can make low level mobs go a very long ways with repel.
Force bubble is very useful for a bots mastermind despite with nearly everyone says.
Force bubble/hurricane wont take knock back enhancements even though it does knockback.
Hotfeet is uber. (though it takes a ton of end redux)
Nothing eats endurance like the Storm set. NOTHING.
Fire imps arnt as cute as you think they are. (most particularly after the first few times they agro several extra groups of mobs and get you killed)
Nova/Dwarf take end mod enhancements. (built in stamina)
Tri-form Kheldians are a lot of work and even more fun.
More recently I have found (some) people dont get how controller powers work and dont know how to play with one in the group.
If you add in a chance for -recharge as well...........not only can't they heal, they can't attack
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One of my own:
Pain Dom > Enforced Morale has a +recharge effect on the target. It's not just mez protect, folks! Spam that sucker!
"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
Inhuman Resources - At Work with IE #298132
Task Force Mutternacht #349522 <-- 1st AE Challenge
"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
Inhuman Resources - At Work with IE #298132
Task Force Mutternacht #349522 <-- 1st AE Challenge
In practice? 3% resistance is valueless. It has no practical impact on your character's ability to survive Psychic attacks.
And the status resistance? That doesn't prevent the statuses, it just means it lasts 20% less. So a 8 second stun would last 6.4 seconds instead.
But here's the thing... Most of the characters who can use this enhancement without going out of their way, don't need that status resistance, they have Status Protection. The characters who might actually think that the status resistance has value, will likely need to give up 2 power choices to get a power they could slot this enhancement into.
So despite sounding like a really good enhancement, it overall doesn't really help to have it slotted.
-This Space Intentionally Left Blank.-
When your recharge gets buffed, your Lightning Storm's fire rate increases as well. Found that out when my Stormie teamed with a kin in Croatoa. Respec'd the second that team broke up to put Hasten in my build.
Is this still the case? Memory has it about 2 years ago Lighting Storm got patched so it no longer inherented the caster recharge buff. Global Recharge, Hasten, etc. If that's broken, or that policy about LS has changed I need to bust out my stormies.
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There's a reason those recharge intensive pet sets aren't expensive as they used to be.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Yes, that was removed a long while ago. I recall the complaints about it. If +recharge in the power is still upping the attack rate, I think that is a bug (it's only supposed to lower the recharge of activating the power again).
There's a reason those recharge intensive pet sets aren't expensive as they used to be. |
I actually took a two year break so the timing for me to miss this seems about right. Having 2 machine gun firing Lightning Storms out was so cool...
Yes, well... it was a bit overpowered. Storm is still a great set, and Lightning Storm fires pretty regularly.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
* Poison Gas Trap is autohit, so accuracy is totally wasted on it.