Jump to content

capricorpse

Members
  • Posts

    94
  • Joined

  • Last visited

Reputation

101 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Time's FX being sort of vague also means they can be re-tuned to many different concepts. The easiest one would be a mage or wizard, and use either a new color scheme or several color schemes to tweak the FX and match your primary. They could be reworked to look more like smoke and flames, or cold mist, etc. Gravity/Time is a great combo. Recently I teamed with a Mind/Time controller who locked absolutely everything down. It was pretty impressive, I'm considering rolling one of them myself.
  2. i agree that auto-shutoff toggles are bad. but please, please, please, do not just turn telekinesis into a clone of the basic AoE immobilize. i never understand why people want all of the powersets to be exactly the same?? telekinesis definitely needed the attention, not sure this fix is exactly the answer, but it's such a cool core of a power. it rewards careful use by the player so some shred of its original design needs to stay in place! however i definitely like this direction, because it narrows the margin for unskilled use dramatically hindering the team, and also sets up containment which has been an issue for Mind. I liked the idea someone else had above for a hold on the main target, and immobilize/reverse repel on the remaining targets. Maybe the hold effect has a set duration, and the repel remains for the duration of the toggle? So you target the lieutenant, hit TK, and he floats, held, and the other guys drift toward him. After 12s or whatever is standard, he is no longer held, but the repel field is still on while you have endurance and anyone left alive at that point is still drawing in and being immobilized. I like the idea of gating the repel at a distance range, so you can still pin an enemy in a corner if you are close to them but they won't go floating off the map like they used to. mob repositioning and actual battlefield control is one of the cool things about this game for a lot of people. superhero characters with telekinesis are moving their enemies around in comics! AoE mob melting is not the only combat experience we should cater to.
  3. i know right! the way i gasped when i saw that haha
  4. haha ok i'm sorry but tbh this would annoy me even more. for a lot of people, a big part of the game is making costumes and seeing your character do cool stuff. i appreciate stealth powers, and i use them when i want to be stealthy, but i really don't like the ones that make you a little amorphous cloud. if the necessary sustain power was merged with one like that i would probably never play my /dark blaster again. i kind of get what you're going for but i also don't totally understand what the original issue is with it. i'm pretty sure the regen and recovery is auto hit, the recharge allows you to have it up all the time, and there's tons of dark powers that require enemies to use so it's on theme.
  5. personally i do not like having my sustain power baked into an AoE DoT power. i usually skip those, or use them in certain situations but not others, but now I can't on the sets that have everything stacked on it. so i think the touch of beyond is refreshing in that it's not part of death shroud.
  6. I ended up taking it and swapping out Scream in a respec, so far I like the choice. If I exemplar down I'll have one less single target attack, but with slotting it won't feel the way it would if you were actually lower level and missing an attack. I opted for Shout instead of Scream because it hits harder and has the highest-tier resistance debuff. I'll also mention I'm running the set with Gravity Control so I have more single-target attack options than some other doms who may not want to trade one out.
  7. I came here to say this - it may not be optimal but it's a great combo with strong enemy repositioning and stuns. Lift will never stop being funny to me. Plus it does great damage and is the only good use for Knockback enhancements imo. However now with the new update, I'm loving my Gravity/Sonic dominator! The effects animations are really nice together, it looks almost like a gravity blast set. I'm running him as a magnetism character and it's one of my favorites for evoking that.
  8. I've been running a Gravity/Sonic dominator and so far I love it. The FX animations go very well together. I actually love having the generally-unpopular Shockwave while I'm leveling; Dominators often need some breathing room and it's nice to be able to sweep them away from me every once in a while. At higher levels I expect I'll either convert to knockdown or respec out, but in my teens it's been saving my life! I also think Wormhole will be a good way to use the disruption aura safely, dropping them within range in a pile and hitting that PBAoE before locking them down some more.
  9. Here are some sketchbook drawings I've done here and there while designing my many CoH versions of Topaz, the main character from the fantasy comic I write and illustrate (there is one official panel included below). She's an energy mage and has iterations as nearly every AT, trying different powersets to get a feel for different sides of her character and powers. My primary version, Topaz Far-Strider, is an Energy/Martial/Fire Blaster and leader of my SG, the Hot Lances. However she's been many Gravity controllers and Dominators through the years, and a fair few Scrappers as well. Grav/Kinetic, Grav/Energy, Grav/Psi, Kinetic Melee/Energy Aura.... Definitely looking forward to making her as a Gravity/Sonic Dom when the new stuff drops. If you're curious, you can check out the source material, Tales from the Sixth Sun - - - Webtoon Books Instagram I actually can't believe it's taken me three years to find out there was an art section of this forum! Everything looks great, I love seeing everyone's drawings and commissions of their characters. I used to do character commissions when the game was first live (and I was ...15? drawing with 100 prismacolor markers), mostly for people through GameAmp forums if anyone else remembers that one! I mostly did them for in-game items lol Enjoy!
  10. I use both powers constantly on my Gravity/Kinetics, because the groupings sometimes favor one over the other. However I have to cast Gravity Distortion Field immediately on the folded-space group if I want to survive. The stun and knockdown of Wormhole is fantastic. I agree that the magnitude issue needs to be solved. However I don't think there is a difference between the two at the moment. and IIRC the boss issue only happens above level 50. If you hit with Wormhole at level 35 you should still be moving +4 bosses. I do think they should make Wormhole stronger and not Fold Space, because as stated above it's absolutely a signature power of the Gravity Set. Pool powers shouldn't outstrip their near neighbors in AT set.
  11. yes! This is a great combo IMO. I was going for a classic Jean Grey type character and wanted multiple damage types. It has a lot of controls, especially holds and stuns. Also the sound barrier is great and has nice FX animation. Psychic Blast has some great powers, I usually rotate through Dart, TK Blast, and Lance without needing Mental Blast or Will Domination at all. I also just like the little lance FX more. Psy Tornado costs a lot of energy but it's fantastic for keeping enemies on their asses. Plus, since it's a targeted AoE and not a cone, you can use it while in melee range and help your survivability. I highly recommend putting a Chance for +2 Mag Hold into the PBAoE power in Sonic Manipulation. It becomes a very reliable way to hold a bunch of enemies while doing decent damage, especially if you pop the Sonic Build Up power first. Add a couple of Sonic Cages as needed. And since you're already in melee range, you can hit the boss with Earsplitter for another layer of hold. If it all times right, you can hold an entire group, pick them apart one by one, and knock em all down once they start to emerge from the hold. There's a similar stun-layering that's possible, but it uses two powers that many would skip. The tradeoff for the low damage is that you can do it from range - Sound Cannon followed by Scramble Thoughts on one of the tougher baddies. I will note - as a huge fan and devoted user of Martial Combat's infinitely useful Ki Push ability... there's something set up differently with Sonic Thrust. I don't know if it's the scaling, or the ratio of knockback to repel, but above level 15 or so that power will send enemies to the fucking moon. This can be helpful or not helpful depending what map you're on and how you feel about knockback. But I think Ki Push has the perfect balance of repositioning power, fun factor, and usefulness, whereas Sonic Thrust needs a little more consideration on teams. It is, however, hilarious. I went for Fire Mastery and have another hold, and of course Rise of the Phoenix, but there are plenty of good options for this build. Soul Mastery is also a great set that has one of my favorite FX animations in the game on Soul Storm.
  12. SJ + Combat Teleport is my favorite combo! I have shift + WASD set to combat-TP me a short distance in that direction, so I use it in combat all the time and it feels super nightcrawler. the only difference is the forward one (shift+W) goes max distance, so if I'm running or superjumping forward, I can just hit shift without taking my finger off the W and skip over a gap, conserving momentum. Then I replace F with combat TP to target, it's great and works on allies, and without line of sight, so you can jump over and heal or get the runners real quick. I keep the power itself on my mouse's side button so i can just point and click. Combat teleport changed the game for me!!
  13. I run a lot of mission arc teams with some IRL friends, but not everyone has tricked-out level 50s. Do you think it's better to do these as an Incarnate with fragile lowbies tagging along, or as a lower-level team? i'm excited to try it! we love doing full story arcs and strategizing how to tackle different problems with whatever power combos are at hand.
  14. this may be extremely basic advice but it hasn't been mentioned in the thread yet. Just in case you aren't aware - Controllers have an inherent ability called Containment, which makes their powers always do double damage to enemies that have been locked down with some kind of control effect. Unfortunately not all of them apply (i think Confuse and Fear are the exceptions to Containment) but anyone Immobilized, Held, Disoriented/Stunned, or Asleep will take double damage. For instance, using Spectral Wounds after the target has been Blinded can often take a huge chunk off their health compared to the reverse. Even more so with Gravity - you will not only get Containment damage but also trigger the special Impact damage bonus if you use Lift or Propel on a target that is affected by Gravity Distortion. Impact triggers even if they are not fully held, like a Boss that would need two or more casts for the Hold to take... hold. Mind Controllers get a lot of mileage when soloing by casting Mass Hypnosis on a group, and then picking them off one by one with their 3 strong single target damage attacks while everyone else is asleep. So a big part of damage as a Controller is the order you are using your powers. in my experience it usually looks like this : Buff self > hard controls (if non damage) > AoE Immobilize (DoT) > AoE damage > Single Target damage anything leftover, repeat. Obviously throw your heals and other buffs in wherever they are relevant. In the Mind Control case, it's different because anyone asleep will wake up if they get hit with something like Fireball. I believe damage procs hit containment as well? someone correct me if that's not the case. If they do, then use your proc-monster AoE hold after the Immobilize to double any damage procs. However, I definitely recommend getting the real lockdowns done before you start throwing AoE damage at them because it can get you a lot of uhhhh sudden bullet implants. As said above, Arcane Bolt is a really good power now, with high damage and a chance to instantly recharge. However, I want to also point out that Wall of Force is an amazing AoE that you can take from the Force of Will pool, though unfortunately you can't have both that and Sorcery. The single-target blast in Force of Will pool is ...not good. If you are using a set with few damaging powers, maybe take it and give it some procs, but TBH the single-target debuff Weaken Resolve is decent and would be better as a pool-opener since it debuffs Def, Res, and To-Hit. But Wall of Force is awesome. It might not seem like much when you check it out in the Powers info, but don't let it fool you. It is light on your endurance, has quick recharge, a surprisingly wide range, and can take several damage procs. Plus it usually knocks down a bunch of the enemies which is helpful. I have it on my Gravity/Kinetics controller and it really slams! especially if you throw some range enh in the mix. It's one of the widest cone attacks I can think of. ***Edited to add: Wall of Force is also great because if you have a couple of skippable powers in the early game, you can have it at level 14. it makes a big difference for early controller damage, just doing the AoE immobilize and Wall of Force on loop, while Holding the harder targets.
×
×
  • Create New...