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oedipus_tex last won the day on November 16

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  1. Katie Hannon is one of TFs where Dominators rule. The best set for it is Earth Control, but any of them can make a huge difference. Just try not to use too much Confuse, because when the witches hurricane each other they all end up spread out and creating a huge mess. (I wish the Witch faction stretched all the way to level 50. They are a lot of fun to fight.)
  2. It does have that consequence, but I find it much worse to deal with with Mind Control than Dark Control. On a Dark Control character your Fearsome Stare and other dark powers have -ToHit to deal with the return fire, where Mind Control's Terrify often has to take hits at full accuracy.
  3. For a new player interested in a healing focus I would actually try to steer her to Thermal Radiation. Of the healing focused sets, Thermal has one of the easier load outs and doesn't have any long-recharge PBAoEs that require lots of Recharge to make the build sing. The Thermal shields are very easy to understand for new players. Thermal also gets two decent enemy-affecting powers in Melt Armor and Heat Exhaustion. All she'll really need to know about each is "throw Melt Armor at every group you can and Melt Armor at every big boss you can." Moreover nothing in Thermal requires tip top Recharge for Thermal to shine. It gets better with perm Melt Armor and Heat Exhaustion, but you don't have the agonizing Recharges of powers like Recovery Aura to deal with. Even as an experienced player I find Empathy difficult/annoying to play. There are a lot of powers that aren't great until you get your Recharge high, and the long recharge powers can't ever be made perma. I'll see what I can post for both sets tho later on if I have some time,
  4. What complicates this discussion somewhat is the addition of Lore pets, Patron pool pets, as well as league/incarnate trial content to the end game, as well as the proliferation of "proc monster" builds that can't slot for damage but benefit from -Resistance. I don't know the exact ratio that Sonic Blast trades away in damage that it re-contributes in team effectiveness. However, it's not hard to imagine scenarios where Sonic Blast is one the most effective Blast sets. It seems to be in a pretty well balanced, decent place.
  5. This concept works well for Gravity Control too, I have a Grav/Storm/Psi which presents these options: Lift Propel Wormhole Tornado Lightning Storm Psionic Tornado ...which basically comprises every power I will cast, except for Freezing Rain which can't be slotted for KB. Endurance is beastly until the incarnate levels, but then it gets under control.
  6. Psi has a bad rap but isn't that bad. I do like the set better on Sentinels though. On that class, they lose one of their single target blasts and pick up Psychic Scream (which for Blasters is in a secondary set) and since the nuke recharges twice as fast on Sentinels, its not bad as an off-brand Controller because of the Stun in Psychic Wail.
  7. There isn't a whole lot of synergy between Kin and Psi blast. Psi Blast's bonus is extra range and Kin wants to be up close and personal. Psi also doesn't provide very good mitigation, something Kinetics sorely lacks, and the reason Kinetics is so popular among Controllers, who have a whole primary devoted to making Kinetics safe to use. That said, the Psi Blast nuke is PBAoE, so at least there is that.
  8. I like the Ice Pool for my Dark/Savage. The S/L Defense armor pairs nicely with the -ToHit in Dark. But the main attraction is Sleet. The only difference between Dominator Sleet and Controller Sleet is the a minor increase in recharge (60 seconds becomes 90) and the duration of the pet summon (15 seconds on Doms and 30 seconds on Controllers). The debuff still lasts 30 seconds though, giving this power great up time for the average spawn. Ice Rain is a fairly a hands-off blast so you can drop it and then go about your business killing stuff. You can tone down the graphics of the Ice Armor in the costume creator if you want.
  9. Unfortunately we can't just remove damage from a power that has it, because it's possible to slot damage IOs and procs in those powers. Removing those slotting options after the fact breaks the game. FWIW Ice Control is hungry for damage, so you could potentially increase the damage in that power so it's worth casting as a blast. I'm not sure what ratio of damage to recharge time would be appropriate to make that worthwhile though. The 90 second recharge time on that power certainly seems excessive. It feels like it should be closer to 20s. I don't think it would be fair to nerf the power that way on established builds. A specific reason some people take Mass Hypnosis is to discretely Sleep mobs. You could achieve a patch-like effect without an actual patch by having the Sleep effect attach to the critter and reapply itself at set intervals. Some other ways you could do these powers are: The Sleep is a toggle like Telekinesis (note: TK does increase Mag in Domination mode) The Sleep has a secondary effect if the Sleep is still active after X seconds E.g: 100% Chance for Mag 3.5 Sleep 100% Chance for Mag 3 Stun after 1.5 seconds (only on targets who are Sleeping) The Sleep causes enemies to fall over E.g. 100% Chance for Mag .035 Knockback 100% Chance for Mag 3.5 Sleep after .025 seconds
  10. That's not a terrible idea. I think it's been suggested a few times. The downside to it is that Static Field does not benefit from Domination. It would either need a treatment similar to Dark Control's Shadow Field (a burst of Sleep right at the beginning that is +Mag 3 in Domination mode) or to be an effect applied directly to the critter that is delayed like in my fourth post. In the case of Mind Control especially, losing the Mag 6 Sleep in Domination mode would be damaging to some builds. I'd have to see debuff values before agreeing or disagreeing with whether they are a good idea. Static Field has a minor Endurance buff but it's not a reason to pick the power. It's a good power because it requires almost no slotting and the Sleep is effective when used in appropriate circumstances. That power is in a very good place overall, being both skippable and not skippable depending on your build preferences.
  11. The Sleep is Mag 6 in Domination mode only. That's part of why I want to be Mag 3.5. It would ease the step-off between perma and non-perma Doms and give any Dominator (or Controller) at least one AoE guaranteed to mezz a full spawn whether in or out of Domination.
  12. Mass Hypnosis and Static Field are both too good to skip IMO. In Mass Hypnosis' case its largely that Mind Control happens to not have anything that is better, but if it was available to Ice. Earth, or Plant I'd still take it. Fast recharge, bypasses Ranged/AoE defense (rolls against Psi defense only), non-notify, and very few enemies have immunity. The only real set back is on Controllers its a Mag 3, not enough to instantly sleep a boss. On a perma-Dominator it's Mag 6 and I would never, ever skip it, except maybe on a character designed to run only carefully controlled farm maps or something, If it were Mag 3.5 it would basically bring to Controllers what Dominators already have, a reliable, fast, and discreet Sleep. On perma-Dominators it would be Mag 7 and sleep even natural Elite Bosses. Static Field is described elsewhere on this thread. In both cases, if you only ever play on teams and never solo, the true value of these two powers may not be apparent. I am fine with there being powers that soloist take and teamers sometimes skip. I don't think either Plant or Earth deserve a power quite as good as Mass Hyp or Static Field. That people sometimes skip these powers doesn't make them useless. The Plant one, with its 45 second recharge, is actually not a bad power currently, especially on Dominators (again, Mag 6). You can use it to Sleep a mob before running at them with Seeds of Confusion. Not what every player is looking for, but not terrible, except that on Controllers it won't reliably Sleep the bosses. If it did, I would definitely take so when solo I could make sure I didn't eat an alpha shot from the boss when I ran in. Flash Freeze is actually not quite terrible in its context of Ice Control. It's the only ranged mezz Ice Control even has. Its suckiness relates mainly to its recharge time (90 seconds), At Mag 3.5, if the Recharge were also made reasonable, I would definitely take it. Earth is the only I am less sure of. Mainly I'd make it Mag 3.5 just for consistency. Earth doesn't need or deserve more control.
  13. Fair points. The point would be to bring the sleep powers somewhat closer in utility to Electric Control's sleep patch, Static Field, which is a fairly popular power. Least ways, I'd never skip it. Granted, the developers knew the reputation of the Controller sleeps when Static Field was created, which is how it got much more favorable statistics than a typical Sleep: 40 second recharge (as opposed to 90 for Salt Crystals and Flash Freeze, and 45 for Spore Burst and Mass Hypnosis) 25 second duration of re-application of sleeps of anything that steps in it A very small endurance recovery boost The nice thing about Static Field is you can throw a single Accuracy in it and the power basically is good to go. I don't necessarily want to see all the other Sleeps turn into clones of it. But to me it's one of the best designed powers in the game: accessible at low levels, requires some strategy to use, is powerful in the right situation, and there are other situations it's not great. Mass Hypnosis is the closest of the existing AoE Sleeps to being a decent power. Mainly, this is due to a fast recharge (45 seconds) and the fact that it doesn't notify enemies. On a perma-dom the Sleep is Mag 6, which is handy. As for the difference versus Holds, the most obvious difference is that Dispersion Bubble and Sonic Dispersion both protect from Stun, Hold, and Immobilize, but not Sleep. This is why the single target Mind Control power Mesmerize is sometimes deployed, because as a Mag 3.5 Sleep, it will detoggle a boss running these powers. The second difference is AVs and their purple triangles. Purple triangles protect against everything except Sleep and Immobilize. Perma-doms sometimes use Mesmerize to sleep AVs and elite bosses. Even a Mind Controller can sleep some of them.
  14. So I finally have a Plant/Kin who is approaching level 50. Threw this build together quickly. I'm looking for a mid-priced, reasonable build for this toon that avoids excessive use of Purples. That said, I've not leveled either Plant or Kin in ages. How is this looking? Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Kinetics Power Pool: Speed Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Mace Mastery Hero Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(5), BslGaz-Rchg/Hold(7), BslGaz-Acc/EndRdx/Rchg/Hold(13), UnbCns-Dam%(15), NrnSht-Dam%(15) Level 1: Transfusion -- TchoftheN-%Dam(A), TchoftheN-Acc/Heal(17), TchoftheN-Heal(17), TchoftheN-Acc/EndRdx/Heal/HP/Regen(23), TchoftheN-Acc/EndRdx/Rchg(25) Level 2: Roots -- PstBls-Dam%(A), TraoftheH-Dam%(3), PstBls-Acc/Dmg(3), SprOvrPrs-Rchg/Energy Font(46) Level 4: Siphon Power -- Acc-I(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Seeds of Confusion -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(9), CrcPrs-Conf/EndRdx(9), CrcPrs-Acc/Conf/Rchg(11), CrcPrs-Acc/Rchg(11), CrcPrs-Conf%(13) Level 10: Siphon Speed -- Acc-I(A) Level 12: Spirit Tree -- Heal-I(A), Heal-I(37) Level 14: Super Speed -- BlsoftheZ-ResKB(A) Level 16: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(25) Level 18: Vines -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SprWiloft-EndRdx/Rchg(19), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprWiloft-Rchg/Dmg%(23) Level 20: Speed Boost -- EndMod-I(A) Level 22: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(34), SprBlsCol-Dmg/EndRdx/Acc/Rchg(36) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(43) Level 26: Carrion Creepers -- PstBls-Dam%(A), TraoftheH-Dam%(27), ImpSwf-Dam%(27), FrcFdb-Rechg%(29), Rgn-Dmg/Rchg(29), Rgn-Acc/Dmg/Rchg(31) Level 28: Weave -- LucoftheG-Rchg+(A), RedFrt-EndRdx(37), RedFrt-Def(37), RedFrt-Def/EndRdx(40), RedFrt-Def/EndRdx/Rchg(40), RedFrt-Def/Rchg(40) Level 30: Maneuvers -- LucoftheG-Rchg+(A) Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(33), OvrFrc-Dam/KB(34), SlbAll-Build%(34) Level 35: Transference -- PrfShf-EndMod/Acc(A), PrfShf-EndMod/Rchg(36), PrfShf-EndMod(36) Level 38: Fulcrum Shift -- RechRdx-I(A), Acc-I(39), RechRdx-I(39), Acc-I(39) Level 41: Poisonous Ray -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx/Rchg(42), Thn-Acc/Dmg(42), Thn-Dmg/EndRdx(42), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(43) Level 44: Disruptor Blast -- FrcFdb-Rechg%(A), ExpStr-Dam%(45), Empty(45), PstBls-Dam%(45), PstBls-Acc/Dmg(46), Rgn-Dmg(46) Level 47: Summon Tarantula -- ExpRnf-Acc/Rchg(A), ExpRnf-EndRdx/Dmg/Rchg(48), ExpRnf-Acc/Dmg(48), ExpRnf-Acc/Dmg/Rchg(48), RechRdx-I(50), AchHee-ResDeb%(50) Level 49: Scorpion Shield -- LucoftheG-Rchg+(A), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(5) Level 50: Vigor Core Paragon ------------ ------------ Set Bonus Totals: 16% DamageBuff(Smashing) 16% DamageBuff(Lethal) 16% DamageBuff(Fire) 16% DamageBuff(Cold) 16% DamageBuff(Energy) 16% DamageBuff(Negative) 16% DamageBuff(Toxic) 16% DamageBuff(Psionic) 8% Defense(Smashing) 8% Defense(Lethal) 3% Defense(Fire) 3% Defense(Cold) 14.25% Defense(Energy) 14.25% Defense(Negative) 3% Defense(Psionic) 5.5% Defense(Melee) 18% Defense(Ranged) 3% Defense(AoE) 2.25% Max End 4% Enhancement(Held) 4% Enhancement(Stunned) 4.4% Enhancement(Terrorized) 8% Enhancement(Immobilized) 31% Enhancement(Accuracy) 5% Enhancement(Heal) 8% Enhancement(Confused) 75% Enhancement(RechargeTime) 8% Enhancement(Sleep) 13.5% SpeedFlying 114.5 HP (11.25%) HitPoints 13.5% JumpHeight 13.5% SpeedJumping Knockback (Mag -4) Knockup (Mag -4) MezResist(Confused) 20% MezResist(Held) 20% MezResist(Immobilized) 20% MezResist(Sleep) 20% MezResist(Stunned) 20% MezResist(Terrorized) 20% 21% (0.35 End/sec) Recovery 10% (0.42 HP/sec) Regeneration 15% ResEffect(SpeedFlying) 15% ResEffect(RechargeTime) 15% ResEffect(SpeedRunning) 1.5% Resistance(Smashing) 1.5% Resistance(Lethal) 7.5% Resistance(Fire) 7.5% Resistance(Cold) 3% Resistance(Energy) 3% Resistance(Negative) 13.5% SpeedRunning | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1467;673;1346;HEX;| |78DA6594CB4F135114C6EF6DA7207DD0D6525AA0E5510A451EA515F62622F8A2491| |3B72A4ECA502669DAA6AD892C5DB8574062627C2EF095B890A8B8F47F50E3C28D7F| |804274E5C28C67E63BA58D3369FB9BF3DDF3DD7BEEB933CDDD38E37D7DF6E629210| |30B25B55E5F59A8941BB54AA9A4D55C39B5A817847975D277B835D24C4AE74B6AB9| |D18CA26D09A7AFAFADA52FEA65ADA117EAC29DAF50F2A5AAA6AD7AADDB654DADEAE| |5A2CF0A96F4E27A83227F736855ABD5D7F56A6CB1AA17D26D93E6D482463FF58656| |DB88524529FABE91822FC3253E3984882B42F90C767C01BD5FC1EEF3C42C519556B| |CD8F22A22EAB4C602616608ECED05A311708F3CB0194EB92F2CCD715F827B886768| |6E934B243BAD6C4338FB3196A056BAAC090CE99A82D6C17C2BD169732F9D9751EBB| |12BCC6BA0FB2A7305F4AAE039F276F15A5DBCD63B0A3D984F7A92D092CC515AC887| |3A84EF1BE6E825CDCFB5F9C3D853F4AFB07AF59EC220D716DC452F8E3F633E077B5| |E305F72EF5E8117C81B82578486B1BEA4B5C2DCFBF06DF46BF00E73131CD90247B7| |412779225C5F2482339CFC8335F629ECE3FAFAF85CFAF95CFA77911BBB857DC6E6C| |0C17950A1790730AF6B80F79DF433BBC1949BE9637AC02079E3DCC7387B3F1086B8| |96A103AC317CC8FCC5FC0D8E7CA7FA43C405C4CBE44DC0EB48EC401BDD626E8239C| |A19C3593BC7F8D919E7331FFF2FDEA6439BE05A269E403BF194F980F9109C7CC47C| |0CEE90778ABD53DCBBE90D8755EFB4419798E64ECF349FFC93C8BA47CE343BD3DC8| |159DEF12C7762963B91E58AB31F31F35DF266F89433DCD16C0F18538EDE58FA9815| |C45B8A31691BCDD894AC4D99B329F33665D9A6E495A3FF01212DA52B60BEEDA8E48| |79B4665FBE841BB62BE102945FCB4651DB61429F94D51986682118ED03D128C7F80| |C5F357| |-------------------------------------------------------------------|
  15. Not to pick on the specifics, but the sets you mentioned don't actually have an AoE Sleep. The sets with AoE Sleep are: Plant Ice Mind Earth Electric (but its a different class of power and does not need a buff IMO) Of the sets above, only Mind Control characters regularly take the Sleep. This is a combination of Mind not really having anything better and the fact that because it is a non-notify power it's actually somewhat useful, because you can cast it twice to Sleep an entire mob. If the Mag were 3.5 you could do this instantly in one cast instead of 2. I agree that a long lasting debuff might still be useful. It's just that there are already so many long lasting debuffs in the game. FWIW a second solution would be something where the Sleep effect re-applies itself several times over a period of time. Something like this: 100% Chance for Mag 3.5 Sleep 80% Chance for Mag 3 Sleep after 2 seconds 80% Chance for Mag 3 Sleep after 4 seconds 80% Chance for Mag 3 Sleep after 6 seconds 80% Chance for Mag 3 Sleep after 8 seconds 80% Chance for Mag 3 Sleep after 10 seconds That would allow the powers to function sorta-kinda like Electric's does, although with a slightly different mechanism. Regardless, I'd still like that initial Sleep to be Mag 3.5 to set it apart from other mezzes.
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