Mind control - terrify - to hit debuff?


DarkWanderer

 

Posted

So I finally respeced my mind/psi dom (my 2nd villain ever created and longest surviving) who has been sat at 41.... well forever. But I read up on the changes to psi assault, and looked back over mind controls powers (which look great to me on paper) and decided that I can (no, I will ) make something off this toon and finally get her to 50 after nearly 5 years.

But something still seems off with her, I just can't get her to play right... *sigh* so rather than just chalk this up to the sets not suiting my playstyle I looked back over the powers in mids again, thats when I noticed terrify is slottable for to-hit debuff, yet theres no numbers, even when slotted, both in mids and in game.

Is this a mistake in allowable enhancements? other fear powers which have a to hit debuff (i.e. fearsome stare - dark miasma, touch of fear - dark melee) show the figures where those which don't (i.e. spectral terror - illusion control) aren't slottable for it but terrify can be slotted with SOs, generic IOs, and both to-hit debuff and accurate to-hit debuff sets.

In other news never try to fight carnies with -1 SOs slotted on a freshly respeced all psi damage character which your trying to get back to grips with


Legion of Valor / Fallen legion
Victory

 

Posted

It's a mistake, and a particularly long-standing one, too.

I have a dim suspicion that Terrify might once have had a to-hit debuff, in the long-ago times when it was a DoT and fear made things run away in a blind panic instead of anything remotely useful. But I wouldn't trust that memory, since my only mind control characters postdate the fear change.


 

Posted

my main is a mind/psi dom and i slot terrify with Positron's blast and strangely the damage is very impressive.


 

Posted

I would also recommend slotting Terrify as a damage skill. The targeting geometry is pretty much the best in the game, and the damage is very respectable.


 

Posted

Yeah, damage is the way to go. The base duration on Terrify is long enough, even more so when you mix in Domination.


[U][URL="http://boards.cityofheroes.com/showthread.php?t=251594"][/URL][/U]

 

Posted

It's my guess that the to hit debuff in Dark powers is due to the reduction of visibility in the clouds of darkness, not the fact that the foe is scared.

Of course, that contradicts Demoralize and the Vigilante Alignment Power, but there you go.

The good news I suppose is that Fearsome Stare and Touch of Fear don't scare the LIFE out of your foe, while Terrify does.

(It's actually quite intentional that Terrify does so much damage. Its damage was raised in way back in the day, when Controller pets got nerfed so you could only have out one (one set, for Imps) at a time and Containment was added. As Mind has no direct pets, Terrify was given greater damage to compensate)


 

Posted

Quote:
Originally Posted by Fiery-Enforcer View Post
Yeah, damage is the way to go. The base duration on Terrify is long enough, even more so when you mix in Domination.
I have mine HO'd out for full Damage and Mez, so it only needs 4 slots, but it does everything I need it to. Its recharge is very short to begin with.


 

Posted

Quote:
Originally Posted by Shadow Wail View Post
What is the average damage after 5 slotting Terrify with Posi Blast IO Set?
117.4. Before you toss in Aim or Build up or Embrace of Fire if you have those at your disposal


Global: @Kelig

 

Posted

Quote:
Originally Posted by JuliusSeizure View Post
I would also recommend slotting Terrify as a damage skill. The targeting geometry is pretty much the best in the game, and the damage is very respectable.
^^^^This x 100000. Its like the only attack in the game that can hit stuff behind you when its supposed to be a forward cone.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

I've had great fun with the Ragnarok: Chance for Knockdown proc slotted here. I think it's a 20% chance for knockdown. Anything Terrify knocks over is unable to shoot back or run like it normally could.


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
I've had great fun with the Ragnarok: Chance for Knockdown proc slotted here. I think it's a 20% chance for knockdown. Anything Terrify knocks over is unable to shoot back or run like it normally could.
I'm thinking I want to try that. Not on my Dom though. On my Mind/FF troller. Think of all the KB fun.