Battle Axe and Gravity Control


Arcanaville

 

Posted

I've always been an avid roleplayer and leaned far more strongly on character concept than raw min/Max power. Recently, however, I've been looking a bit more into the mechanics of the game and this brings me to my simple question:

Are Battle Axe and Gravity Control drastically underpowered sets?

I've played both and I can't motivate myself to play them even with a good concept because they just seem BAD.

Other than that, out of curiosity, are there other sets that people feel this way about as a whole?


 

Posted

Ice.

I like ice thematically, but every ice set feels very low end to me. They lose powers to bad control like sleep, and always have miscellaneous other drawbacks like the area hold in ice control being PBAoE instead of ranged AoE, or Frostwork being a +hp on a long timer. I don't like the ice sword, and even the defense/armor buffs are very obtrusive and blocky so you can't see your character.

I'm sure someone is perfectly happy with their ice character, just like I'm sure plenty are perfectly happy with their axe or gravity characters, but that's just my 2ยข. I feel like ice is generally the underdog of CoH/V power sets.


 

Posted

Gravity control *used* to be drastically underpowered. It got buffed recently, and is now merely meh. Battle axe I have no personal experience with, but it *is* a very late blooming set with all the AoE at the end, so if you didn't play it to a high level that might be part of the perception. Other than that what I hear about it makes me think it's probably more like grav's current situation - not spectacularly good, and overshadowed by other sets (mace most notably in this case), but not horribly *bad* either.

Ice *control* could certainly have a case made that it's weak, considering that it's the only control set that, if there's no cover, has no means of absorbing an alpha other than sacrificing its pet. I don't know about the rest, though. Ice melee used to be bad and got buffed, ice blast still has very good single target, decent aoe, and good control, ice armor feels a bit outdated but still functions reasonably well (and stalkers get a dang good tier 9), ice assault doesn't stand out in any one area but is a good overall well rounded assault set, and frostwork is *really* not a representative power to use to look at cold dom. Ice manipulation I have no experience with, though, so I dunno there.


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Posted

Gravity control isn't that bad now. I feel that the best changes were made to Singularity's powers: Lift's damage was increased by 63% (and also causes Impact), Crush animates 43% faster and Gravity Distortion animates 57% faster. So not only does Singularity do more damage but he is able to better supplement your own controls. Wormhole is also pretty nifty now but sadly it still does knockback, though a lot of the time you can minimise that by throwing them into the ceiling or into corners (which also has the added benefit of ragdolling them in walls). The other changes are ok but nothing special.


 

Posted

Quote:
Originally Posted by VKhaun View Post
Ice.

I like ice thematically, but every ice set feels very low end to me. They lose powers to bad control like sleep, and always have miscellaneous other drawbacks like the area hold in ice control being PBAoE instead of ranged AoE, or Frostwork being a +hp on a long timer. I don't like the ice sword, and even the defense/armor buffs are very obtrusive and blocky so you can't see your character.
I do agree that some of the ice sets are maybe slightly underpowered, mainly ice control.

Ice melee and Ice armor I haven't used enough to judge for myself.

But cold domination is a very strong performer, and ice blast is a solid blast set too. The ice shields I agree look ugly, and I wish there were alternate VFX for them, but numbers wise, they're solid sets.

There are several powersets that I do feel lag noticeably behind others though.

Dual pistols - Long animation times and mediocre damage make it feel slow and weak.
Devices - Great for soloing, but clunky and difficult to use effectively on teams.
Energy Melee - Poor AoE damage, and ST damage isn't good enough to make up for the lack like it is in other sets like Dark Melee
Ice control - Relies too much on a mixed bag of soft controls, no real synergy.
Sonic Resonance - Falls FAR behind the protection that can offered to a team by forcefield. The few offensive powers it offers don't really close the gap.
Trick Arrow - Offers very few survivability buffs to teams, and the damage buffs it offers don't really make up the difference. Also kind of suffers from an identity crisis. It plays almost more like a control set than a buff/debuff set, though this one is a matter of personal preference.
Spines - Kind of the opposite problem of Energy melee. Decent AoE damage (though eclipsed by other sets now) and not enough ST damage to make it competitive.


 

Posted

Quote:
Originally Posted by firespray View Post
I do agree that some of the ice sets are maybe slightly underpowered, mainly ice control.

Ice melee and Ice armor I haven't used enough to judge for myself.

But cold domination is a very strong performer, and ice blast is a solid blast set too. The ice shields I agree look ugly, and I wish there were alternate VFX for them, but numbers wise, they're solid sets.

There are several powersets that I do feel lag noticeably behind others though.

Dual pistols - Long animation times and mediocre damage make it feel slow and weak.
Devices - Great for soloing, but clunky and difficult to use effectively on teams.
Energy Melee - Poor AoE damage, and ST damage isn't good enough to make up for the lack like it is in other sets like Dark Melee
Ice control - Relies too much on a mixed bag of soft controls, no real synergy.
Sonic Resonance - Falls FAR behind the protection that can offered to a team by forcefield. The few offensive powers it offers don't really close the gap.
Trick Arrow - Offers very few survivability buffs to teams, and the damage buffs it offers don't really make up the difference. Also kind of suffers from an identity crisis. It plays almost more like a control set than a buff/debuff set, though this one is a matter of personal preference.
Spines - Kind of the opposite problem of Energy melee. Decent AoE damage (though eclipsed by other sets now) and not enough ST damage to make it competitive.
It's weird to see people say that about Spines because a few years ago if anyone trashed Spines it would've been blasphemous, but you're right.

My current experience leveling Sonic Resonance for the first time also has given me the same impression of the set - however, it's still fun for me to play, so I don't mind. I really wish there was a way to make Sonic's protection be enough, though.

I would also add Ice Melee - I mained an Invuln/Ice Tanker for years (since I started playing in 2008). Soloing was more painful on that character than any other because ST damage was that poor in comparison to anything else I've played, and I'm not talking only about sets with the best ST damage or anything. My point is that not only is it poor on paper, but it also feels poor in practice. I deleted the character about a month or two ago finally, as it sadly just wasn't fun anymore.

I haven't played either Battle Axe or Gravity Control in a while but from what I understand, both sets are pretty much 'good enough' right now.



Wild Streak - Lv. 50(+3) Beast Mastery/Sonic Resonance Mastermind, Amnesty - Lv. 50 Staff Fighting/Dark Armor Stalker

 

Posted

Axe blooms late, but finishes up decently powerful, and the reliable knockdown is good mitigation. It does lose out to War Mace however.


 

Posted

I've only played a few support sets, but I've come to really like sonic. It's outright high resistance debuffs are kind of unique and rare since no one else plays sonics, so whenever my sonic is on the team everyone suddenly turns into a tank.

Battle axe, as an offensive set, feels just fine once you get to higher levels. I have it on a Willpower tank, and while being based in regen the KD effect can buy him a hundred HP or so. I suppose one of the issues is that the secondary effects for battle axe aren't all that great (knockdown and 1.05 accuracy), and since the set does lethal damage it isn't that high damaging either. I couldn't complain if a buff was given.


Gravity control is one of those powers that, while not having as much "flash" as other sets, is definitely fun to play around with. Wormhole as far as mez goes is an awesome attack with so many utilities you could almost argue it is OP. Singularity was a good pet before the buffs it received, and now it is just awesome. The singularity is tough enough that it almost never dies, it's constant repel effect can be used to ward off melee groups, and it layers on mez as well as the player can. Grav got the shaft only in the sense that there are several powers that weren't really needed in the set. Regardless, it is fun as ever to play.



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Posted

Interesting replies! Many of these sets I don't have enough experience to speak on, though I can say that Ice Armor on a Tanker is incredibly effective as long as you don't mind your character being a 'clicky' Tanker as opposed to one you can leave the room mid-fight to grab a soda. The debuff to surrounding enemies is the icing on the cake... though, I admit the ice cubes almost completely hide your character. An alternate animation might be nice for some people.

It also sounds like I might give Gravity Control another try since it doesn't sound so boring to play.

Battle Axe left a bad taste in my mouth, though. It'll be awhile before I give that one another shot. I ended up remaking the character as Titan Weapons with an axe instead.


 

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Quote:
Originally Posted by stevie_james View Post
Battle Axe left a bad taste in my mouth, though. It'll be awhile before I give that one another shot. I ended up remaking the character as Titan Weapons with an axe instead.
I will have to say, both Broadsword and Battle Axe need a bit of a tweak.

Titan Weapons has the momentum thing.

Mace has Clobber and Crowd Control, not one but two superb powers.

Broadsword and Battle Axe are essentially clones. They have weapon redraw, slow animations, and redraw issues with many powers that could otherwise help them.

Here's what I would do:

Battle Axe is overshadowed by Mace in AOE, due to the cap for Crowd Control being much higher, and a larger cone. Raise the target cap for Pendulum to 10. If you really must, then lower the cap in Cleave to 5.

In addition, all of the single-target attacks in Battle Axe gain Bleeding damage, say, 1-3 ticks, depending upon the power. (See Broadsword Whirling Sword for the Bleeding mechanic.)

Broadsword also gets Bleeding damage on all of its single target attacks. Again, 1-3 ticks, depending upon balance.

Change Buildup in both sets to 'Vanquishing Attacks' or something similar. It adds +20 to hit, +50 damage to all attacks, and adds a 5 percent resistance debuff to all Bleeding ticks.


Voila.

Broadsword and Battle Axe are now competitive with and yet distinct from the other Heavy Weapon sets, with their own distinct mechanics and playstyles. Since broadsword gets Parry and an AOE Bleeding attack, it is also distinctly different from Axe.

(Axe would get more ticks of Bleeding for it's single targets vs Broadsword, again, for balance.)


 

Posted

the real problem is if you look at high end characters the amount of +rech, +END and +def so dramatically alters the game as to make set balance absurd.

You can run attack chains on 2 or 3 powers
native def over a small amount is useless because you can get it in IO sets
END cost just isn't an issue

so you want sets that have a couple of great powers and everything else sucks, cost a lot of END, and have Res with some minor def. And you want big effect AoE powers that have a long recharge.

so sets that were perfectly good before (like SR) become a waste. And sets that were balanced before become broken (SS with footstomp).

If you are not getting IO sets the game looks very different


 

Posted

Ax is a late bloomer, and might never bloom really nicely without IOs. With IOs it gets plenty beastly, and was pretty solid even by the 20s. At least ona Brute/Scrapper you'll get your good attacks fast enough, but for a tank they may come a bit too late for my taste.

I recently leveled up a Ax/Shield brute, soloed most of the way in regular content, and hit 50 plenty fast. Did the First Ward with her and even against the newer content in the mid levels did fine. Now, at 50s, fully IOed but not incarnated, I can run +4/x8 with her just fine. Gets dicey vs some debuffing enemy types, but otherwise, not too bad. If incarnated, it'd be a cakewalk.

Not sure what more you might want out of a set except perhaps to bloom sooner.



As for Gravity, I liked it all right before the recent changes, but it was pretty weak on offense. Haven't dusted off and brought out my old Gravy, so not sure how effective the new changes are, but I hear they make the set a good deal better.


 

Posted

-I'd rate Ice Control the weakest Controller primary (or close to it), but I don't think it's weak. All trollers are powerful.

-Battle Axe should do more damage (at least on a tank). I haven't tried it on a scrapper/broot.

-well while im at it..

Time Bomb should do double its current damage.

Full Auto should have a wider arc, or faster recharge, or more damage, and it should obey the animation time/damage ratio for PvP.

what else.

Elec Blast should double the amount of end you gain from the target and/or make it 100% of the time.


-I've always thought bleeding damage would be interesting for claws (more blades more cuts). I like the idea of being able to "interrupt" your target (even tho this would rarely be an advantage). It might be easier to stop a engineer from summoning a FFG, or a Rikti Communicator from summoning a portal, or Aid Self in pvp etc.

I'm thinking 3 ticks of 1 damage per attack (even if you miss?)


/ramble


perma jump is ---> /up 1

 

Posted

I've never played Gravity myself because the power order has always been horrid. At first it didn't even have a pet. It's slowly been brought up to par.

I always liked Battle Axe and Mace for their cool animations. I have about 95 levels of Battle Axe and yes, it's a slog to get to the best powers and yes knockdown/knockback is more of a curse than a blessing. But it's thematically appropriate and it looks cool. You're unlikely to play on a team with a bunch of other people using those sets, so there's a uniqueness factor as well.

I feel anything that does Psi damage is underpowered because of how incredibly common and strong late-game opponents' psi resists are and how underwhelming the -recharge effect is most of the time. At least the lethal and smashing folks get a break sometimes.

Ice stuff is usually third fiddle to other sets. Cold Domination is great and I understand Ice Armor has a place, but Ice Control and Ice attack sets are also-rans to other stuff. Like Battle Axe, it seems like it's more something one chooses for flavor than utility.

There might be an argument for Electric Blast and End drain but I'm not going to make it. As a blast set I think it mostly serves to give people who took ice blast a group to feel sorry for.

Force Fields need something. It's the set you take if you know you want to hit the pool powers really, really hard, and that's just painful.


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Posted

I've heard that Battle Axe and Broad Sword are basically clones from a couple players now.

However, Broad Sword is one of my favorite power sets and Battle Axe is on the other end of the spectrum. I'm starting to wonder why that is now.


 

Posted

Mind Control - Lacking in hard and soft control and damage. The 90s aoe mez inflicts sleep rather than the more conventional stun. Both of Mind's TAoE hard controls combined have less uptime than Flashfire; in exchange for this disadvantage you pay twice the power choices, slots and IOs. It doesn't have either an ST or AoE immobilize, so it lacks persistent containment, benefits less from proc/interface damage, and cannot lock AVs in place for Lore pets to chew on. So not only does it have craptacular damage, it can't use many of the best tools that players have to fix craptacular damage.

Blasters - have the weaknesses of both squishy ATs (no mez protection, weak inherent defenses) and melee ones (little force multiplication, little support power). They're pigeonholed into being good at only damage, but don't do more ST or AoE damage than the high-damage ATs and receive few advantages in compensation. Many powersets are poorly designed e.g. Elec - no T3 blast; energy - unreliable KB; fire manip - melee attacks (on a lower damage scale than the ranged ones no less) on an AT whose unique advantage is high ranged damage.


 

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Quote:
Originally Posted by dugfromthearth View Post
so sets that were perfectly good before (like SR) become a waste.
I disagree that SR has become a waste. It's actually still a strong set. It can be softcapped much easier than the other defense sets (with the exception of /EA), giving you more set bonuses to devote to other things. For example /SR is one of the very few defense sets that can be softcapped to everything and still hit perma-hasten without incarnate abilities. And for incarnate stuff, /SR is one of the few sets that has the ability to hit the incarnate softcap to everything by itself.


 

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Quote:
Originally Posted by stevie_james View Post
I've heard that Battle Axe and Broad Sword are basically clones from a couple players now.

However, Broad Sword is one of my favorite power sets and Battle Axe is on the other end of the spectrum. I'm starting to wonder why that is now.
I think it's called 'Parry.'

Okay, it could also be the better lay-out of powers, with Broad Sword getting some AoE early, and the other major part at level 18; Battle Axe, on the other hand, only starts getting AoE at 18.

On top of that, Battle Axe relies exclusivly on 'Chance for Knockdown' for its additional mitigation. While that's not bad, it's also not exceptional.

For me, the worst part is that they (and War Mace) all use 90% of the same animations... and I know that the weapons don't work that way! You don't wield an axe like a sword! Or even like a club!


-This Space Intentionally Left Blank.-

 

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Quote:
Originally Posted by Laevateinn View Post
Mind Control - Lacking in hard and soft control and damage. The 90s aoe mez inflicts sleep rather than the more conventional stun.
You are Mind Controlling wrong. You don't play it like a Fire Controller. You play it like a Mind Controller.

You fire your AoE Sleep first, which sets up containment for solo or play with groups that don't consist of retards; it's also aggroless, so it dulls the initial alpha even when you're playing with extra-chromosome-having idiots.

After that, you layer Confuse and alternate the target of your ST Hold so that you can use Levitate and Mesmerize to deliver damage to held opponents (you should be able to juggle the hold on about three foes while maintaining containment, even with the hold slotted for damage... which it should be, along with Levitate and Mesmerize) along with whatever Buff or Assault powers you have on hand.

Alternately, you start open with a couple applications of confuse on either a boss or a high-damage LT so that they'll go nuts on the rest of the spawn. This mitigates attacks that would otherwise be coming your way, greatly speeds up soloing time and it's available at level 6. Confuse is aggroless, and from the standpoint of control it's every bit as much mitigation as a hold.

I suppose the thing to say about Mind Control is that it has a very strong single target focus compared to Earth or Fire control, but by itself that doesn't make it bad or weak.


Things I hate: Anime. PvP. Lying MMO Developers. Outleveling content. Manga. ED. Comic Store Employees. Anime.

 

Posted

Quote:
Originally Posted by Laevateinn View Post
Mind Control - Lacking in hard and soft control and damage. The 90s aoe mez inflicts sleep rather than the more conventional stun. Both of Mind's TAoE hard controls combined have less uptime than Flashfire; in exchange for this disadvantage you pay twice the power choices, slots and IOs. It doesn't have either an ST or AoE immobilize, so it lacks persistent containment, benefits less from proc/interface damage, and cannot lock AVs in place for Lore pets to chew on. So not only does it have craptacular damage, it can't use many of the best tools that players have to fix craptacular damage.
1. Mass Hypnosis has 45s recharge, not 90s.

2. MH definitely has higher uptime than Flashfire.

3. It has a moderate damage cone (Terrify) which is uncommon.

4. A significant amount of the effective damage from the set comes from confuse.

5. Since AV purple triangles usually do not protect against sleep, Mind control can generally set up containment on them by repeatedly applying sleep. And while that's less efficient at setting up containment as immobilize, its far more efficient at damage mitigation than immobilize.

6. Not sure what you mean by "twice the power choices" since I don't know many controllers that take only four primary powers.


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Posted

I find radblast is underpowered as you two lame lvl 1 blasts that recharge fast but do almost no damage, you aoes are either pb or have a slow travelspeed


Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

Quote:
Originally Posted by vernichterhelge View Post
I find radblast is underpowered as you two lame lvl 1 blasts that recharge fast but do almost no damage, you aoes are either pb or have a slow travelspeed
Radiation's defense debuff can partially compensate for its lower damage, particularly before high accuracy slotting and full attack chains. But I would tend to agree that its single target damage is suspect, and I'm not convinced an extra PBAoE attack compensates for that.

If the cast times of neutrino bolt, x-ray beam, and cosmic burst were reduced to 0.83s, 1.0s, and 1.67s then I think radiation's single target damage would be just about where it ought to be.


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Posted

for the defense debuff you have to hit your target


Helge corr lvl 50 rad/cold
Helge2 corr lvl 50 ice/rad
Techbothelge MM lvl 50 robo/dark
Helge Mauz def lvl 50 emp/ele
illuhelge troller lvl 50 illu/rad
Wiederbelebter helge nk lvl 50 bs/reg
Maennerschreack nightwidow lvl 44
Quantenjaeger ws lvl 3

 

Posted

Quote:
Originally Posted by Arcanaville View Post
6. Not sure what you mean by "twice the power choices" since I don't know many controllers that take only four primary powers.
I think Laev is referring to the fact that a Mind Controller must utilize two powers (Mass Hypnosis and Terrify) to leverage containment for AoE damage while other sets need only use their AoE immobilize for containment and damage.

While I disagree with the assertion that Mind provides poor control, I must admit that as soon as Interface enters the picture the damage potential of most other control sets receives a hearty boost while Mind does not. Not only do the DoTs interfere with Mind's control, but it lacks a spammable attack to trigger the same damage that other controllers receive from Interface.


 

Posted

I have to agree with what has been said about Mind control on a Controller. However, on a Dominator it's awesome. You don't have to rely on containment for damage, and Mind provides a large variety of control types to handle many situations. Also, permadom makes Confuse and especially Mass Confusion extremely broken, especially once you get enough recharge to basically alternate Mass Confusion and Total Domination every other spawn (maybe working-in Terrify/Mass Hypnosis if your team is moving quickly or pulling multiple spawns simultaneously).

Confuse also lasts much longer than most holds, so with Domination and perma-hasten levels of recharge, you can stack enough of it to permanently confuse archvillains or giant monsters, should you wish to.

For solo play, you get Mass Hypnosis quite early, which nullifies the alpha entirely and allows you to hold/confuse every target in the spawn individually before letting fly with AoEs from your secondary.

So yeah, Mind seems weak on a controller (I have not tried it myself, so I can't judge from experience) but it's borderline broken on a dominator.