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Maxzero

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Posts posted by Maxzero

  1. Being busy isn't an issue. You should always be constantly using abilities with any build. If you are standing/floating there not using any powers, then you are literally doing nothing, and then doing anything would be an improvement.

     

    The problem comes if you have multiple power you want to spam on low CDs and they get in each other's way.

     

    So Pyro/Marine works since only Whitecap is really spammed. 

     

    Pyro/Storm, on the other hand, is a bit of an issue since you want to spam Tornado, Freezing Rain, and Lightning Storm, which can clash with some of Pyro's spam.

  2.  

    The overpower for extra magnitude is 8 seconds. The base Confuse duration is 15 seconds. If you are slotting it for Confuse (and why wouldn't you now?) its about ~30 seconds.  Most fights are over before that plus now you have Spirit Tree as a AoE CC as well so you are no longer 100% reliant on Seeds.

    • Like 2
  3. Chatting on Discord with Player-1 about the Creeper proc nerf.

     

    Basically what happened is that the Vines attacks (melee and ranged) were proccing all procs, such as the 3 targeted AoE procs. So that was changed.

     

    What that means is you still want 2 procs: the 2 in the slow sets (Ice Minstrel and Impeded Swiftness). Since the Creepers, Bramble Patch and both Vine attacks all slow/have a chance to slow on hit.

     

    So you won't get 5x damage procs on everything but 2x damage procs on everything.

     

    Its still a pretty damn solid damage power.

    • Like 3
  4. On 6/11/2025 at 11:15 PM, Uun said:

    Spirit Tree is much improved since Build 5 (the last one I tested) compared to the earlier builds. Now holds aggro pretty well and my attacks don't peel aggro away. It's also substantially sturdier. It works well as an opener dropped in the middle of a spawn before using Seeds. 

     

    For some reason Spirit tree now has 90% res all that slowly ticks down. By the time it despawned (like a minute later) it was at like 75% res all.

     

    1600 HP at lvl 50 plus it regens health quickly due to the regen aura.

     

    Basically short of the most extreme damage situations it is not dying anytime soon.

    • Like 1
  5. 2 hours ago, Falchoin said:

    Honestly still confused as to why AoE CC's in a CC set have a 240 sec cooldown baseline. Many blast set nukes have a 145-170 sec cooldown, do silly damage instantly *and* stun/hold at the same mag as the AoE CC's. What am I missing?

     

    No you are not missing anything that's pretty much how it stands. AoE Holds are weak but we can't buff them too much or Controllers might actually CC something.

    • Thumbs Up 2
  6.  

    A question can be asked is that if 4 min recharge it so long so that you needed to implement adaptive recharge maybe the recharge overall itself is too long? Wouldn't a 180s recharge be more reasonable considering how niche and franky under powered these AoE holds are?

     

    12 seconds base with +10.5 seconds per target with a 180 max seems entirely reasonable.

    • Like 4
  7.  

    Mate play how you want don't have to justify it to anyone.

     

    I was just responding to the OP who wanted ideas about a speed running build for a Troller.

  8. On 6/4/2025 at 8:43 PM, Ukase said:

    I have been beating my head into a wall trying to incorporate fold space and earth mastery into an earth/natty build. It can be done...but not by keeping my usual duo power pools of speed for hasten and superspeed, and leaping for combat jumping. I don't enjoy tp as a travel power. It's fine for wide open zones like the shard, or nerva or IP, but for zones like grandville, it's trash. (for me) 

    Also, I can't find a way to get fight or leadership into the build with Earth Mastery requiring fissure. I just don't think it's worth the effort to incorporate Fold Space into a build, particularly if you're going to be soloing. If you're teaming, you'd be relying heavily on team buffs to keep you upright, I think, depending on the difficulty of the content. Not saying it can't be done, but I don't think it's worth the tradeoffs. 

    Fold space really wastes about as much time as it saves on some teams, because the blaster that was going to nuke loses the targets to the scrapper who used fold space. Circumstances vary, of course. 

     

    Fold space has to be built around. You need a defences that work in melee (so no softcap Ranged Def Hover blasting) and you need to keep next to the melee not hiding at the back.

     

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    This is how I have setup my current Ill/Storm. It has Flash in preparation for the adaptive recharge changes. So I can Fold space enemies, AoE them down, then clean them up while PA/Spectral Terror/Flash keeps me safe.

     

  9. On 5/28/2025 at 2:28 AM, Riverdusk said:

    Very cool idea and very helpful for solo/small team players.  I'm a fan.

     

    Only thing I'd ask along with this change is to also look at Illusion Control - Flash's animation time.  One of the big turnoffs of even taking Flash for me has always been its 3 second animation time along with it being a melee PBAoE hold.  A controller running into a mob and trying to use a 3 second animation time hold is a good way to get yourself killed.   

     

    I believe the only other PBAoE controller holds are fire control and ice control which have a 1 second and 2 second animation time respectively.  Those are much more reasonable for the danger of going into melee to use them.

     

    Yeah the idea of an emergency/opening power being melee range AND having a 3 second cast time seems counter intuitive.

     

    Especially considering Flash has no secondary debuffs, damage or unique mechanics yet it takes 3x as long to activate as Cinders.

  10.  

    If you are speed running then need to think about powers like Fold Space. The ability to bring a whole room into a nice neat pile in front of you does a lot especially for a AT like trollers who often don't have a lot of AoE to throw around and need to make them count.

     

    Dropping a whole room onto a Freezing Rain for Tornadoes and Lightning Storms to smash down in seconds feels real good.

    • Like 1
  11. On 5/4/2025 at 7:44 PM, ExeErdna said:

     

    From what I played with it, IF it comes over here I think the big change will be how Pressure is built and how it's conveyed to the player. All because this control only "works" early game because you have Vortex first which helps a lot. Having Vortex in its standard placement makes this just bad to play due to the low damage since everything relies on Pressure. Thundergust is just a worse Gale unironically. That's gonna need to be looked at because for what it does that CD needs to be much lower. 

     

    Yes Thundergust that awful AoE power with access to 6 damage procs (3 x AoE, 2 x -hot, 1 x KB) with a 75% proc rate. A 30s CD is fantastic since with global recharge you can easily get that sub 10 sec. A 329 (a tiny bit more with Containment) damage AoE on a sub 10 sec CD. What a terrible ability.

     

    Microburst another 6 proc AoE with a 90% proc rate and 90 sec CD

     

    ST Hold with access to 6 damage procs

     

    Multiple abilities with -hit or damage. The slow toggle does -hit -damage, the AoE Immo does -dam

     

    AoE confuse on a 2m CD

     

    The AoE hold also does damage, debuffs and is another proc monster thought they will probably give it Adaptive recharge and thus bleh

     

    Pet is super tanky with good attacks and debuffs

     

    The Clear skies +hit, +recharge +rec -endcost buff is just a bonus

     

    The set is just straight up broken good. Its Symphony with better AoE and more debuffs.

     

    I won't say no to more buffs though.

  12. Short question: why is this still here?

     

    Longer question:

     

    MM henchmen are the only power that has certain aspects of it get weaker as the character gains levels. It can't be for balance reasons since in Incarnate content and Dark Astoria the level penalties are removed entirely.

     

    Leveling speed seems fairly irrelevant but even in this case MM would hardly be flying even with the removal of penalties.

     

    So can we just get this counter intuitive and needless mechanic removed?

     

     

  13. 8 hours ago, Frosticus said:

     

    exactly. I've never once cared about containment on any of my illusion trollers (cold and marine)

    Which is why I appreciate the increased base damage of the power and the fact it has low containment damage is not of concern to me. Most bosses die well before the healback kicks in, not that it matters once you factor in all the +dam and -res, it's just not a consideration for me.

     

    It's rare trollers get an early direct attack. The other 6 second options are lift and levitate. I personally prefer spec wounds over either of those, even with lift having been buffed with the distortion proc simply because the damage is so delayed.

     

    It's fine at low levels sure but I find it lacks come endgame.

     

    If you have nothing else to fill your ST attack chain fine but for me it's usually one of the first cut.

  14. 4 hours ago, Wimbochismo said:

     

    Blind is a mag 3 Hold which sets up Containment. It also happens to do a 2ft radius Sleep. If you mean easy access to aoe Containment, then in some of the secondary's mentioned there's powers like Liquefy and Choking Cloud.

     

    Hold does not work on Boss or higher (without stacking) which is what you most want to CC. 

     

    2ft sleep? Come on man be realistic.

     

    Illusion is designed around not having Containment.

  15. 41 minutes ago, Frosticus said:

    Maybe. It gets used a ton on my ill/cold/stone which is a st monster.

    I'd like to have it on my ill/Marine/mace, cause brine is so so to spam against AVs, but it came down to that or the patron spider. I picked the latter.  That choice weakens me in lower level content like penny Yin tho.

     

    As for an ill/sonic I'm not sure what attack I'd replace it with, the power pool attacks are meh and you generally want 3  (at least) st attacks to make a chain.

     

    Ironically Spectral Wounds is at its worst in Illusion. It's fighting with Blind over the Ragnarok proc and Illusion does not have the Containment to take advantage of the high base damage. It would be top notch in Earth Control.

  16. 4 hours ago, Frosticus said:

    Spec wounds is fine. The healback is a drop in the bucket. We still love PA and it has lots of healback that kicks in after 5 seconds vs 10.

     

    I will take spec wounds over something like arcane bolt in a heartbeat. Spec wounds can slip into small attack chain gaps and the damage is instant hit compared to the corpse blasting of arcane. (As an example).

     

    Sometimes you have to make build choices though. My ill/Marine dropped spec and ends up using whitecap and brine in my st chain. That isn't always optimal, but you only have so many powers available. 

     

    That's my point though, it is a low priority power that is easy to replace.

  17. 52 minutes ago, Uun said:

    Illusion is typically built to achieve perma-PA. You get far more damage out of PA than you do from your personal attacks, even with %dmg procs. Slotting should focus on set bonuses that provide global recharge. Can you also work procs in? Absolutely, but I'm not trading a recharge bonus in Blind for 6 %dmg procs.

     

    Making a proc bomb out of your single target hold is pretty much standard for any serious endgame Troller build due to the lack of good ST attacks for Trollers. Blind is one of the better ones for this since it's animation time is on the faster end plus it's cooldown is 1 second longer the normal ST holds giving it better proc rates. My Blind for example does 400 damage an activation. That's not counting buffs, any random Containments or -res on target.

     

    Recharge bonus are not really too hard to get especially if you have access to some KB attacks for FF +recharge to supplement it. Its why Marine goes so well with Illusion.

     

    You would far better off making Blind the damage and Spectral Wounds the set mule if you take it.

  18. 10 hours ago, Uun said:

    An Illusion controller is very much NOT all about procs.

     

    Sure it is. Blind is the primary damage often running 6 procs. BU proc in PA. Knockback damage proc in Phantasm. You can even proc up Spectral Terror but you usually use sets.

     

    Without reliable Containment base damage for Illusion Trollers is a much lower priority.

  19. 27 minutes ago, Uun said:

    Spectral Wounds, after the heal back, does the same damage as every other controller T1 attack except Lift and Levitate. It gets full containment damage, it just doesn't get it on the damage that heals back. More importantly, the heal-back isn't effected by enhancements. Slotted for ED max damage, while the base and containment damage increase from 80.75 to 154.45, the heal-back stays at 19.57. SW happens to have a short activation time, giving it solid DPA of 102.18 slotted for ED max damage, after heal-back and including Containment. 

     

    Weaken Resolve, while accepting 3 %dmg procs, has a long activation time. If all 3 procs go off, DPA is only 95.92, still lower than SW. 

     

    Slotted for ED max damage and including containment, DPA is 61.66 for Project Will and 64.55 for Power Blast. 

     

    Yeah but we all know Trollers are all about procs. Spectral Wounds has only 2 procs available and 1 of them is highly contested and unique. Weaken Resolve also does -7.5% resist which benefits all your damage in addition if you need a Ach Heel deliver (90% proc chance) that's another -20 all res and that's game.

  20. On 9/8/2024 at 3:03 PM, Agorazium said:

    Thanks! Re: Spectral Wounds, the only time I'm ever spamming my ST chain is against AVs really, and with the healing I assumed it would be lower damage over time than the other two.

     

    You would be right. Spectral Wounds it a very weak attack except as a set mule. It has poor proc options, does not get full Containment damage not to mention the heal back.

     

    Weaken Resolve with 3x damage procs and a -res proc is fine and it helps the rest of your powers do much more damage.

  21. 6 minutes ago, SanguineLeo said:

    Tide Pool says it's a toggle yet it doesn't have the "power on" swirl and the power fades after a set period of time. Is it supposed to be a ground targeted toggle or just a ground placement effect?

     

    Think its missing a few things. According to its description its supposed to increase the damage you do on the targets, reduce the damage they do and if an enemy falls both effects are increased.

    • Like 1
  22. Just a quick look over the numbers honestly it seems extremely strong. AoE Res, Def, Rec, Regen, Range(!?), Max HP/end, Recharge, Dam and Hit buffs. Lots of -res and -damage debuffs and even some -Max HP. Will be extremely good versus purple triangles.

     

    It looks to be on the same power level as Dark Affinity (IMO the best support set in the game).

     

    Is Shifting Tides bonus affect limited to players team or anyone who attacks it? Pets? In raids does it stack from multiple casters?

     

     

     

     

    • Like 1
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