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Maxzero
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What would be the ideal recharge time for AoE Hold powers?
Maxzero replied to oedipus_tex's topic in Controller
Doms can already perma CC now. Flashfire with CC/recharge slotting under perma Domination last well over 30 seconds with CD in the 20s. That's at mag 6 as well. -
One thing you might want to try on an Ill/Storm is the Spectral interface. It gives a proc (10-25%) of a 4 second Mage 2 Immo on hit. Stacks up to 4 times (8 mag). Now I know Interface is bugged with regards to proccing but that seems mainly to do with the damage DoTs. Was messing around in the Comic Con farm and I noticed far fewer runners and much better DPS uptime on my Tornados and Waterspouts. If they can stack onto Immoing an AV that would be great. More testing required. *edit* Okay after some testing with just the 15% chance to Immo there are some quirks. Freezing Rain does not tend to proc it well (possibly a side effect from PPM changes?) but Phantasm (plus Decoy) and Phantom Army seem to proc it well. Now as to wether the DoT changes are a bug or a nerf (someone was claiming that it was like this on one of the BETA servers on live) it seems the Immo part works well. Now this Immo may not mean much for a regular Controller who has AoE and ST Immo but for a Ill/Storm is great for setting up Containment or more importantly keeping enemies from running away and stationary. Now as to how well they will work against AVs (especially +4 ones) I am not too sure. You maybe need the T4 with the 25% Immo chance to know for sure. AVs only have mag 3 protection against Immo so you only need 2 procs to pin them. I could see it working.
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Pretty simple request. We have the option to lock our powers in place but no way to lock the bars themselves in place. Want an option to freeze the UI to keep it from being accidently dragged.
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I hit 50 like 3 days ago and have only a few purple sets to go till I am done. Basically I made level 25 common IOs at level 22. Used them all the way to 50 (still have some of them now) and directly transitioned to the build shown. I bought key procs first: +3% Def from Glad and Steadfast, end recovery from Panacea, Shifter and Miracle. Then 5 x Luck of the Gambler recharge, 2x Force Feedback + recharge and finally damage procs. A cheap way to do this is make cheaper set and enhancement convert into a set you want. After that I made all the non purple sets (Red Fortune, Stupefy, Gaze of the Brazilian, etc). Don't believe in transition sets they cost to much for something you just replace. With just common lvl 25 IOS at 50 your biggest issue will be defence and end recovery. For end recovery you will need Cardiac and Ageless. After 2 days I had t3 everything and got my t4 Ageless after 3.
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Its not a little thing I have done the same thing yourself. Not hero wants to be ugly. For you the best might S/L defence a lot of melee sets have it so you might be making a few 'mule' powers (powers that are not used but simple taken for IO bonuses - eg Kinetic Combat IO set) in addition to Brawl, etc to get those needed S/L defences. 5 x Kinetic Combats is 18.75 S/L defence.
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What people mezn by capping defence is capping defence to the most common damage they will face. Like Fire/Kins usually cap Smashing/Lethal or Fire. Typically they are used in specific farms that have mobs which only do S/L or Fire attacks. The only defence cap that Controllers tend to have access to is Range defence cap. They use Hover to avoid melee (so no need for melee defence), distance to avoid AoE (all pure AoE attacks are PBAoE) so no need for AoE defence and all range attacks have the range 'tag' so your defence works against that.
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My build: | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1550;708;1416;HEX;| |78DA6594CB5213511086CF908931218170072110123010C84D50975411D4B2044C1| |52EC530C284A46A92A12689A52B45C407708397857710509F462D37DE1E4041741F| |9BF91B983253A1BE33FFE9BFE93E9D93A99B13EEF71796C784E44D6A4AB1984EEA8| |592A16B9A6A38A69552D95034414FF395ACEA1F37728545D5F0EB197F32ABE84507| |6D048FE20FACD18B9A562EE6F4C281D06389192F6732D199926EE4D333E57C5E2F5| |04AE14EE9649BD18D79D5B8556BBE9CD7728BD9920B1B4BAABAE081BCAF92C57F6E| |29371F9DD0F3B98242C9D293EA8D9C52CA2A85F494522C519676AA2D4C7F4F25C14| |F45166B84902CE427E0F1C7CC47A0EB213877E4A10F3DE21929102B36E9638D103E| |59D47C627E00E5CFE0730AB421D66EBB4A5A4216C7E69869D0350BD65D632AE0837| |E21EC5CADFD9D6C6AEEB7CC4DD0BB0DB66F814E1A834342B58E16C9D45E129CDC81| |93B557845A8EAB652D405E0F34C933244CAD91B9407A3D7248F5AC7999AF69AF817| |B6CD841ED8D7B35E6E935FFC67BF31FB03509FAC7C079F236E17FDA9B5CA8E3443D| |B30EEC7283DD1ED0CFF5BE20B4F01C5A780EAD7CEEED3C8F10CF43A2DEDAB8C6B6D| |B9CEF0ED8BBCCBC0B0657C0C17BE03AA183BD1DDB36D4B405F6AD83A137E0E00618| |DE0433E4EDE419765E46CFDDD360EF14D877093C3909DAA8561FCFC6770A7936E8B| |D877BEDD9E533DC633F9F6D84CF7A9162035C6FE007FCC1EFCC6FE0F057E61730B2| |0A6F96BCFDECED4F705D7166040C45C1C1181866EF0AA51AE05E07CEF2DE1970788| |46B1C0563A7C155F20C71AF436D9239ABFBA445B986287F9F62DC738C7B4C70EF09| |EE3DF11794E9ECE29C2FCEDF932EF9FF1BECDB5710550957EDC6AB9444953252A58| |C562993562582BB92920F7F3B84C4F7C7E93DFC8DA8CCBAF66F18D68A657DDDB2FE| |496B897B9482C8B163D57A6DE6DDFB65D50610B76BD5D67066294BEEB1269278FD0| |F1FEB009E| |-------------------------------------------------------------------| Expensive but what isn't? Perma Hasten, Perma PA, Perma Patron pool pet (its free damage why not?). 208% recharge 56% S/L resist Capped cold resist You need to run Cardiac and Ageless Incarnate because end use is pretty high. I like Leviathan Mastery because it gets its AoE at tier 1 which lets you heavy slot two powers. Water Spout is amazing damage per activation time and works well with your Tornados. The Summon is because we have tanks to tank for use (Perma PA) so why not have another perma range attacker for free DPS (once Phantasm gets its AI fixed)? Your almost a MM with 3 invicible tanking pets and 2 range support pets. I don't use Hurricane. Never needed it. But if you have a real hardon for it you can replace Arcane Bolt with it. For single target DPS I don't think this Controller can be beat. Even has a decent single target rotation in Spectral Wounds and Arcane bolt alternated.
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Playing my Illusion/Storm have been noticing Phantasm charging into melee range even though he has no melee attacks. I remember him having the 'range AI' pre shutdown. I just happened to also notice that on the Paragon wiki under the Phantasm's information it's effect is listed as 'Summon Phantasm: melee.' Could this have something to do with it? Would it be possible to change Phantasm's AI preset from melee back to range?
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Are you sure thats from the Tentacle? Looks like the ground patch was proccing them. Check the combat log. https://paragonwiki.com/wiki/Plant_Control According to this the patch on the ground should proc the Immo and targeted AoE sets. The Vines have two attacks. A melee attack that should proc Knockback sets and a range attack that should proc slow sets. Ok testing again, Positrons and Annhiliation proc on the patch (but I am getting way more than 3ppm from positrons) Exposive strike procs on the tentacle vines but its a knockback set piece so maybe that makes sense Patch did 3704 dmg Energy Bonus was 2520 of that Smashing Bonus was 675 Smashing Attack 509 Vine did 2567 dmg Energy Bonus 1118 Smashing Bonus 856 Smashing Attack 372 Lethal Attack 220 These are the numbers from running the log through SNBR Interesting. People have been claiming Procs have been crippled for 'patch' like entities. Could give can an example of how many procs you are getting per minute and on how many targets?
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Are you sure thats from the Tentacle? Looks like the ground patch was proccing them. Check the combat log. https://paragonwiki.com/wiki/Plant_Control According to this the patch on the ground should proc the Immo and targeted AoE sets. The Vines have two attacks. A melee attack that should proc Knockback sets and a range attack that should proc slow sets.
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Right about the Recharge with Storm. I don't think Plant/Storm should beat either Ill/Storm or Grav/Storm in theory, but in practice different players may be better or worse at DPS management, or one may have a better build, and Plant isn't so far behind Illusion or Storm (or Fire) that it can't put up DPS that's close enough to them. I would expect Ill, Grav, Fire, and maybe Dark to beat out Plant with the same player and level of build, but a good player and a good build can make a difference when it's not the same player using the same kind of build for both characters. I always heard plant and fire referenced as the most damaging sets at least the old forums and the splattrollers/farmer threads? Are you specifically talking about damage vs single tough targets like AVs? I have heard about Gravs control but not its damage I guess. My guess is creepers may have a couple loopholes that allow it to scale in ways it really should not supposed to? It has a lot of options for socketing procs, - res, hold, and a lot of damage slots. If it works like masterminds than that single enhancement gets its own ppm for each creeper tentacle? You know maybe each Tentacle does? Though if I remember correctly the only proc set that the Tentacles themselves can trigger is Knockback since each Tentacle is only a single target melee and that does not slow.
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Oh I know its not impossible I have made my dream build myself. Perma Hasted and PA Triple stack Freezing Rain and LS Double stack Tornado Softcap range defence 50-60% lethal, smash and energy resist (25% cold and fire) Good single target rotation Cardiac alpha and Power sink energy management
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Yup, I'm not surprised... Storm > Cold when you're fighting AVs at +0 at least up to +2. Probably +3, maybe +4. Well, at least in DPS output. Pre-incarnate, with Storm not having a great +Recovery power like Cold, maintaining a constant attack cycle is hard due to End management when you have to constantly put up high-End powers like Tornado, LS, and Freezing Rain. In my charts, Controllers were by far the highest DPS against AVs. Wait, not by far... the highest, but MMs and Defenders weren't all that far behind. The "damage ATs", however, were far behind. The reason is that DoT and stackable -Res powers helps more in longer fights, while the up-front damage of Blasters helps more in a 10-second spawn beatdown. For sustained DPS, Controllers are great... for burst DPS, they're terrible. Blasters are great in burst DPS, but only average in sustained DPS. For sustained DPS by a damage character, I would expect Stalkers to be ahead of Blasters and Scrappers. Seems strange that Plant/Storm beats Grav/Storm or Ill/Storm. Unless you can get a ton of Creeper Vines up (the proc nerfs hurt as well) I can't see the Vine Trap beating PA and Phant or Grav's strong ST rotation. I like Storm so much because it seems to have such a high 'ceiling.' You see to trade Endurance drain for extra damage. Things Ageless and Mu PP Power Sink can effectively improve your damage. Once it gets perma PA (or close to it) /Cold sort of 'maxes out' whereas the more recharge you get as Storm just keeps on upping your damage more and more.
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As a Pseudo Pet Lightning Storm also has a massive accuracy bonus. So both Lightning Storm and Tornado should be good versus high defence targets.
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I wonder if you basically have reached the limit of Ill/Cold? It seems like damage is your issue now and Cold only really provides -res. It seems like the whole of /Cold benefits are Freezing Rain and Benumb with the odd cameo by Heat loss. One thought I have is I wonder if 2x Lightning Storm and 2x Tornado stacked on would make up from the -regen of Benumb? Assuming 94 AV health regen and purple triangles a Benumb is at bringing that down about 65% so maybe 60 'DPS' from Benumb. Those Storms and Tornado's DPS would collectively be in the hundreds. I know such a build would be more fragile but it seems like the only path forward. Be interesting if the Devs fixed Bolas' incomplete unique animations and implemented the Utility belt Power pool. Would give Illusion access to a reliable single target Immo.
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One combo you might want to consider amongst your choices there is Ill/Storm. Starts off pretty decently and just gets stronger and stronger. Storm gives the AoE (and damage in general) that Controller often lacks while Ill gives you an option (Phantom Army) against mez resistant enemies that you will eventually come across. Then reason I noted these two points because its probably the two most common things that cause Controllers trouble.
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Envenomed dagger helps with -regen. 30 use temp power from P2W vendor. Unfortunately the Bollas Immobilize from the Utility belt power pool has some missing animations that might cause some issues. Would be so good with Illusion.
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Sorta touches on my feelings as well. Melee probably has the highest baseline of all archetypes but thats on the proviso that everything goes according to plan. Assuming enemies are tightly grouped up and debuffed then things are great but when something goes wrong you basically run or die. You can't really don't do anything different. Add to that when something does go wrong it tends to go wrong extremely fast. I remember a thread before shutdown where melee were complaining about the Mask of Vitalization from Dark Ring Mistresses. Basically if they got hit they would just die with no counter play and the best option was to complain on the forum.
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Plants only work on target near the ground. The trade is that the AoE Immo does 2x damage and they get AoE Confuse and 2 pets.
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Its funny how Doms and MMs have the same concerns at 50. About the only one who don't are Brute and Scrappers. Pity I don't like melee. Basically you can go two routes: support through being a ghetto Defender running Kinetics or go damage running Storm and such. Honestly if I wanted to play a Defender I would just play a Corrupter (Defenders feel insecure at 50 too). I have always liked control/CC based characters so Controller for me.
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I would say that a Fire/Storm SHOULD take RoF for use against AVs... but if they don't, it's not a great deal. The reason is that they do far less direct damage that benefits from Containment, than pet damage that does not benefit. You will have 3 Imps, 2 Tornados, and 1.5 Storms out on the average, and that puts out significantly more damage than the Controller's direct attack cycle. Not to mention that all of these powers plus Freezing Rain suck up endurance, and that if you are soloing the AV, you need to run defensive toggles in addition to having some IO set bonuses, since Fire/Storm has no taunting pets. So... due to Endurance problems, I don't think that a max-damage personal attack cycle will be that useful, compared to the much more End-efficient summons. You may still want RoF to help with a bit of damage, and to keep the AV in one spot. Otherwise you have to run Hover to stay away from melee AVs. Yeah and how are you going to keep that AV in Tornados, Freezing Rain, Bonfire and Thunder Storm? If anything RoF is even more important that usual for Plant/Storm since it relies so much on damage over time effects. Your taunting pets makes me wonder about the viability of a Dark/Storm. You get the Immo and the taunting pets plus the damage. Plus Dark Has better access to IO sets then Fire.
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Most debuffs are total garbage for AVs except for -regen, -resist and -dam. Level 54 AV have 87% resist to most debuffs. -dam and -resist are not one of them and -regen values are often high enough (500+) that even 87% resist leaves you with -65% regen.
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How do you setup containment on without RoF on any AV level target (purple triangles)? You are basically losing half your damage. I would argue a 'RoF, Fire Blast, RoF, Char Fireball on Cooldown' rotation is just about the best single target rotation a Controller can have. Maybe Grav might be comparable though. Bad AoE though.