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r0y

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Everything posted by r0y

  1. to which a reply was: AoE Holds can set up containment, we all know this, no amazement needed. I agree with @Coyote in that what controllers need is a SPAMABLE AoE containment: thus, aoe immob. Still no amazement needed, I think we all know this. I would only be "continually amazed" if someone were to think otherwise in this discussion. People will use whatever the CHEAPEST, QUICKEST most effective method of containing the most mobs with as little effort as possible. Period. THAT is aoe containment for a controller. A efficient one, anyway. If I get a HOLD TOGGLE that is cheap and up all the time? Damn straight I'm using it. Since we don't have that (and probably should not), I'll stick with the ever-spamable AoE immobilizes. Even the cones. 😉 Redo Mind as follows (in proposed tier order): Mesmerize (fine as is) Dominate (fine as is) AoE immob (formerly TK) and just call it "Containment" as an adage to the many pleas over the years! Levitate (increase damage and cost to T4 levels or make a small melee sized TAoE, like Psi Melee, but targeted) Confuse (either T5 or swap with Levitate if it becomes small AoE) Terrify (maybe reduce recharge a bit and move it up from T8 spot) Mass Hypnosis (possibly T6, swap with Terrify) Total Domination Mass Confusion (fix acc, & rech.) Done.
  2. OK, so I made a dominator Mind/Savage Assault. I like the theme of "Psycho Billy" crazy clown-like thing going on... hence the MC and savage. In a nut shell, I am not feeling as damaging or powerful as a corrupter or blaster of similar level (currently at level 34). I skipped the confuse for now, opting to be more "blaster with mez" style (got all ranged attacks except Rending Flurry). It plays well enough, and can contain well (especially with domination), but takes a lot of clicks to defeat +1 LT's and bosses (or higher level). Sure, it's not a blaster, but heck, it's not even a corrupter. Maybe dom's aren't for me... I just think running through a 6-power attack chain... TWICE to kill a challenging Lieutenant is rough. Granted, I'm not fully slotted, but it's not *bad* slotting; far better than SO's or plain IO's: It take effort and attention to kill stuff, but it does kill stuff, and is fun to play. More than the controller (even when I can get containment). Mind Control still feels like a chore at this level. So does being a dominator. Sadly, an Ice Blast/whatever Blaster would be just as effective in single-target CC, but things would die so much faster. Mind is like playing the game in first gear only. Maybe shifting to second gear when the AoE's are up. Perhaps I'm used to playing in overdrive... I'm still going to stick with it, see how it does in the 40's and end game.
  3. I concur. A good fix would be to REMOVE and REPLACE telekinesis with something else that give containment. Move things around as others have suggested many times.
  4. I would say not to worry, as Plant also got the same (ST hold) or better (AoE Immob) damage than Fire, plant control is too busy dealing the hurt to worry about it's opener (seeds of confusion). An epic set, no doubt. That might be why I'm so frustrated with Mind. I have two plant controllers (Plant/Nature and Plant/Storm - yeah, that's a hard one to move to mind/anything with).
  5. I played it a bit on Beta and I rolled an Ice/ElecAffinity corrupter on regular (Everlasting). Here are my thoughts: I like the powers and what they offer, it is nice to see a "newer" mechanic used in the buffing world (chain-jumping). Feels decent and opens up a lot of nice thematic and role play options, should one choose that playstyle. I did not like, however, that it made me feel like I was playing a Dominator. Not for the damage and control, but for the insane amount of button mashing. For point-and-click players, this is probably not an issue; however, for players similar to me that press keys to activate powers, there's only so many one wishes to press to achieve desired results. Hence my comparison to Dominators: great concept, but far too many clicks to achieve. I took only a few powers in my Ice Blast primary: Ice Blast, Freeze Ray, Bitter Ice Blast; along with Aim, Ice Storm and Blizzard. Six powers. Gives me many openings for the secondary (new) set that I want to play. I took everything except defibrillate (which I might get later, but doubt it). EVER SINGLE POWER is a click to use. ALL of them. Click. Click. Click. Click. Even if they last a decent amount and have low recharge (the near-useless pet and the über Faraday Cage): still have to remember to keep clicking. OK, well, now I am not blasting / corrupting. I either forget or skip buffing because I need to deal damage, or I sit there as a buff-bot, not really adding damage to my team. I guess as a defender (the way I play them, not focusing on damage) it is fine, but for Corrupters, it seems a tough road to do both so far. Can the buffs last longer? Doubtful, as they are great buffs: Energizing Circuit = 125% recharge for 5 seconds. Five. Ooo. To make this really useful as a +recharge, one will spam it every time it is up (I have it up every 26s or so currently). Then there is Empowering Circuit, which is like a mini build-up (30% dam + 12% tohit on a corrupter) that lasts for 1 minute, but doesn't stack, Mine recharges in less than 9s so it's always up, and since teams I play with rarely want to stick together, this is helpful. But I'm spamming this and the heal and faraday cage (since we move), with Energizing Circuit added in every time it's up. Oh, and the sentinel, if I wanted it out all the time would need re-summoning every 2 minutes, assuming something didn't kill it sooner. So in normal play, that's 3-5 clicks. I just hit 35 and got Insulating Circuit (similar recharge as the mini build-up, it likely doesn't stack the absorb - though I haven't tested that) so there's another click to throw in a lot. Amp Up is a long-recharge tier 9, so I'll not consider that a normal routine click. What this all means that to provide support as Electrical Affinity, one should expect to add between 4 and 6 clicks to your attack chain... which is often 4-6 clicks itself. That's a LOT of clicking for a chain. It sure would have been nice to have a toggle or longer-lasting buffs: Shock is fine, not a bad debuff; would be nice if this chained (similar to poison, where most debuff hits main target, and ½ hits the mobs around it) Rejuvenating Circuit is be fine as is. Galvanic Sentinel seems utterly useless in teams, but mandatory for solo play. Would be nice if it lasted longer than 2 min, but for a Tier 3, it's understandable. Energizing Circuit is a great "here's some endurance immediately added to your bar" power, and it fine with it's recharge, but the 5s +rech? I'd rather have 10s of +60% or 20s of +30% Faraday Cage is likely a little OP, but because of the annoyance factor baked in, it makes up for it. If it was a bubble, it'd have to be nerfed a hair; if it was a follow-bubble, nerfed even less. Empowering Circuit comes close to "normal" shield-like click buffs (2 min duration) why could it not also be 2 min? Defibrillate - haven't used, seems cool. I might work it into the build... Insulating Circuit like Rejuvenating Circuit seems fine as a spam-click. Would be great if it was just the heal and aborb that one needed to spam (or better, they were combined). Absorb hopefully will stack, but seeing how it works on blaster secondaries (where they don't) I am not hopeful. Amp Up seems fine (from the looks, haven't tested it yet) Whole lotta clickin' goin' on with Electrical Affinity. Be warned. Some might like this type of "active click" playstyle; not me, I like a smoother flowing / streamlined playstyle. Maybe it's just not good for corrupters. I imagine that for Masterminds it's awesome (as you finally have something to constantly be doing). Even a non-damage-dealing Defender strategy would be good here (like a /sonic or /dark to add debuffs).
  6. The powers LOOK like they would be amazing, it covers a lot of control areas... but actual performance is lack-luster. I'm guessing it's the lack of an AoE containment spam (e.g. immob) so building containment one at a time is just tedious and mind-numbing (pun intended). That coupled with some not-so-fast cast times (Domination being the exception). Everything takes too long to do for the damage you get, is what it feels like for me. It's pretty universally accepted that Telekenisis (TK) is so BAD that it's an "auto-skip" power. OK, fine... but where's the "great" power? I mean, an AoE confuse is pretty cool, but why not go Plant Control and have a better version (albeit a cone)? I'd love to see Telekinesis worked into an AoE immob to help build containment. Maybe a cone or TAoE version of Levitate, with a immob at the end? Mass Levitate! I don't know, one would think that a PSI damage would be great in the early/mid game, like it seems to be for other psi damage sets, but it sure feels very weak (I'm early 30's but have slotted out the three single-target powers with damage sets). It's just not as "blasty" as gravity, nor as "controllery" as Earth. Earth is so "controllery" that I get there's very little damage it does. That's a fair trade. Gravity isn't very controllery, so it does damage; again, seems fine. Mind does neither control nor damage (yes, yes, it has all those AoE control powers). Problem with Mind is the AoE's that do no damage have far too long a recharge. Make them mini-nukes (the hold, at least) or something. If the recharge was lowered on the SLEEP, that would be something. Ghetto AoE containment (for a millisecond, as your team ruins it by attacking with all their damaging AoE's). It's just a frustrating set for me. Maybe I play the game too fast, as it reminds me of traps... slow and boring, but at least traps ended up doing awesome things... I'll keep at it, fully slot up the AoE's (the Fear Cone is the only really decent power, but it's recharge is so long!). Why does it have such horribly long recharges all over? /rant Please look at helping this set. I understand it's awesome on a Dominator (I've heard), but on a Controller, it kind of sucks.
  7. I have a custom.window file in my ..\data\customwindows directory, well, I HAD my custom.window file in there. It was basically to keep all my macros I create when starting new characters (I have about 5 of them or so); it really was only used for that and teleport menu (two sub menus). Anyway, without getting into details, I went to create a new character this morning and noticed I had one button "Edit Me" instead of my usual two. Uh oh. Looking in the files, I see the custom.window file but it's a blank/default one. Of course I didn't have a backup of mine, and it's not a lot to re-create it all, but it is frustrating. Has anyone else noticed any irregularities with their custom menu/window stuff since the new patch (I'm assuming that must be what did it)?
  8. Good post, absolutely correct. I'd only add that if one really wants to drain endurance (vs. draining health), then roll a Elec/Elect Controller, as it's damage is probably on par with Electric Blast (lol).
  9. Both good points. In actuality, if built correctly, a dark blast toon will not be hit that often, and not need the self heal as much. Of course if you ARE hit, it's likely to be a LOT and the small amount of heal that Siphon Life brings (even if slotted purely for healing) is not enough / too far apart to say you. Also, with Life Drain, you've lowered the mob's (well, one of them) to-hit by 10%-16% depending how you slot thing. That said, I typically slot siphon life for damage only (maybe 4 + 2, dam+heal); use four Devastations for the +dam bonus, and 2 miracles for the recovery bonus. Siphon Life hits almost (about 10% less) as hard as Gloom, but is not a DoT, so it's more "life saver" (literally and figuratively) than Gloom, if one needs to "hurry up and finish that guy off before he kills me" scenario. Two scenarios for Life Drain: another single-target decent damage attack to add to the chain, or a single-target debuff / self heal.
  10. While I second Dual Pistols, I would not go Chemical Burn if I was shooting for damage (see, pun intended!). I'd stick with the Incendiary for more DoTs. Damage debuff is not so important, IMO. I might do it on a defender version, where I forgo damage and am there for buffage/debuffage, however! While I love Fire Blast, I have to day, DP is not bad at all. I recently made a DP/Fire blaster and am enjoying it immensely (I have 3 fire blasters, 1 fire corrupter) and I have to say, it "feels" as potent as fire (no other set felt as close to the performance of fire blast than DP). I don't know if that's only on a blaster, as I don't really like corrupters (I either go damage/blasters or support/defender, don't need to be in the middle). Maybe I'll roll one, but with well over 30 level 50's, fully IO'd out, I'm getting a bit burned out.
  11. I don't mean to Thread-Jack this, but I thought I'd talk about over-doing the recharge proc thing. I see it a lot in many builds, so many people are out for "proc monsters" and such. While there are certain powers on certain sets that absolutely go from "meh" to "nice" (e.g. poison trap on poison set, not traps) many powers can be GIMPED by "proc'ing" them out. Not meaning to pick on @Darkir or anything, but I thought his DP/Kin build was a perfect example of why one may wish to reconsider "proc'ing" out a build; and on two fronts. One, /kin really does not need +recharge all that much; and second, this is a great example of gimping a build because one is shooting for the wrong thing, IMO. WRT the build posted/quoted above: I think you could do a LOT better than this build. You seem to want to proc it up, but it's a fool's errand in this case. For DP/Kin, what are you +Recharging for? Basically Hail of Bullets. Yes, yes, having more recharge is fine for everything, but it's the "long recharging powers" that one really needs to keep in mind when one wishes to gimp their build to squeeze out a few more seconds. Your build's snapshot (for those who do not wish to d/l open it up): While your defenses are OK and resists are not bad, you've basically gimped your build to do it! 1-slotted Fulcrum and Transference? Dual Pistols shines with AoE (spamming Empty Clips (Cone) and Bullet Rain (TAoE) with Hail of Bullets (nuke/PBAoE) whenever ideal. Your Bullet Rain is 49% damage boosted, and the cone is only 89%. Ouch. Also, I rarely see folks take Piercing Rounds, as it is a speed bump to the flow with it's 2½ second activation/rooting time. Obviously, if you enjoy it, great. I just thought I'd warn people who might be looking for builds that this is not an ideal solution to a DP/Kin corrupter. And it would be crappy of me to criticize without putting up my own version of this combo, so here it is: I could probably squeeze out the last 3% defense to S/L/E, but I didn't want to put too much time into this. It's only here to show an alternative way of building a DP/Kin corrupter. Like your build, I used the 50+5 for single acc's/end reduction. But for the 2-slotted recharge powers (Hasten & the Siphons) I used 50+4 (x2), as there is really no benefit from +5x2 vs. +4x2. Heck, it could probably be argued to even do +4's... Also, I left the INFO window in both screenshots (yours & mine) on Hail of Bullets specifically. I toggled both builds toggle the same to get a real apples-to-apples comparison. Note the details. This is the power that benefits the most from +Recharge. I do not feel I "gimped" my build, but I have a 29s recharge (also, my hasten is 8s off perma - no incarnate powers toggled/used in either screenshot) versus your 33.5s. Two things to think about here: One, that's only a 4½ second difference. Not "real world" significant on a ±30-second power (about 15%); next, I am not using any +rech procs, I fully slotted the powers so they perform better consistently and without any reliance on an RNG for procs that is not really adding anything. So while my build has much less resistance (truth be told, I'll likely not even have Tough toggled, but I did for comparison reasons here), it makes up for it with higher defense, better accuracy, far more damage, and better recharge... In short, it will play much smoother, and hit harder, and hit more often. My build is on the LEFT, your build is on the RIGHT. Granted, maybe the three +rech(2ppm) procs go off twice every minute for a total of 30s of 100% recharge speed. Again I ask: why? What does this build have that needs so much recharge? Kinetics is one of those sets that really does not need +Recharge, thanks to siphon speed and the low recharge of it's powers (they're all perma or stacking already). Use Siphon Speed. Your build has a 25s recharge (not considering procs), mine is 17s - that's a full 8 seconds, so you can stack it more easily for 20%+20% recharge (not to mention speed for you, debuff for enemy). Also note: Higher health = ghetto Damage Resistance. Also note: Kinetics NEEDS to hit, so you want more +ToHit and +Acc so you're ONLY missing 5% of the time (mechanics). Finally, here's the build for mids, so you can do the comparisons yourself if you want:
  12. With the changes coming in the next patch for game controllers, new "convenience aliases" are being implemented... so it is very possible to add these in, one would think. Let's hope.
  13. Would it be possible to expand the "convenience aliases" to include new $variables? I brought this up here: Sure would be handy to have $team, $slot, etc.
  14. What I usually do is /boostset Superior_Blasters_Wrath 1 to get a whole set of superiors. Note that apostrophes are not used, and you must have the underscore. The trailing "1" is for the level, as level-less enhancements, using any number should be fine, but I usually stick with 1. The Superior ATO sets are: Blasters /boostset Superior_Blasters_Wrath 1 /boostset Superior_Defiant_Barrage 1 Brutes /boostset Superior_Brutes_Fury 1 /boostset Superior_Unrelenting_Fury 1 Controllers /boostset Superior_Will_of_the_Controller 1 /boostset Superior_Overpowering_Presence 1 Corrupters /boostset Superior_Malice_of_the_Corrupter 1 /boostset Superior_Scourging_Blast 1 Defenders /boostset Superior_Defenders_Bastion 1 /boostset Superior_Vigilant_Assault 1 Dominators /boostset Superior_Ascendency_of_the_Dominator 1 /boostset Superior_Dominating_Grasp 1 Masterminds /boostset Superior_Command_of_the_Mastermind 1 /boostset Superior_Mark_of_Supremacy 1 Scrappers /boostset Superior_Scrappers_Strike 1 /boostset Superior_Critical_Strikes 1 Stalkers /boostset Superior_Stalkers_Guile 1 /boostset Superior_Assassins_Mark 1 Tankers /boostset Superior_Might_of_the_Tanker 1 /boostset Superior_Gauntleted_Fist 1 Kheldians /boostset Superior_Kheldians_Grace 1 /boostset Superior_Essence_Transfer 1 VEATs /boostset Superior_Dominion_of_Arachnos 1 /boostset Superior_Spiders_Bane 1 Adding them to the Freebies.mnu was on my to-do list (as was re-doing the quantities 1/3/5/10 for set to something like 1/2/3/5) but since the devs moved it internally, I'm no longer planning anything with it.
  15. I believe all blast set snipes get that +Range (increasing their base 150' to 169.13'). I know AR and Fire snipes both are this range, in addition to Beam Rifle. What I like about AR is the 90' on burst, and 100' on slug.
  16. Thanks for catching that; it is -50% Regen for the main target, -25% for the AoE targets around main. I'm pretty certain I read somewhere that is does stack. Even still, compared to other sets' -1000%, I'm pretty sure doing -50% every 8s or so will only net you a mathematically ideal amount of -250%. I do spam it, but in the 30s it lasts, I'm probably only applying it 2-3 times before something dies (unless it's an AV or such); then I'm likely averaging -100% regen via stacked envenom. That would be my rough guess, anyway. And the benefit is, the constant -40% res debuff (I'm positive that does not stack, as -res never seems to in any single power).
  17. r0y

    DP / Fire Build

    A) You skipped Bullet Rain. Wow. B) 1-slotted Stamina. Wow. C) Very End-intensive build D) Soft-cap energy, close with S/L. Nice! E) Pretty expensive build, low +dam buff (no assault?) F) Burn and Hot Feet. Do you need both? A) I'd definitely swap piercing rounds out for bullet rain. Bullet Rain (BR) is much more congruent with Fire Sword Circle and Hail of Bullets. Even though BR is targeted AoE, I find myself using it as PBAoE half the time. Gives you a lot more flexibility. B & C) Needing Ageless to have enough endurance is not a good strategy; especially if you do TFs and non-incarnate stuff. I'd try to get 1 more slot in there, and 1 more in health, which should be Miracle and then Panacea before Numi. D) It's great you got energy soft-capped, but I find with a good blaster build, high 30's is often fine because A) you're usually teamed and buffed, or B) pop 1 purple insp and hit soft-cap as needed for solo. E) I know you're using veng as a LotG mule, but I'd rather have assault (even at 10.5%) than 0%. DP is light in the damage arena for a blaster set, so I shoot for as high a +dam as I can w/o gimping too much. Like I said above, I'll drop 5-10% of S/L/E defense for +10-20% damage buffs. YMMV. F) I was debating taking Hot Feet over Burn (I can only fit 1 in my current build), and after trying both, Hot Feet is far too situational and end-intensive to be really useful, whereas Burn I was using much more often. I'm curious, if you had to pick one, which would it be? Anyway, here's my current build (presently I'm 48 on him): 28.5% (via sets) + 10.5% (via Assault) = 39% damage buff
  18. Probably very few, as we're all so used to skipping it, we just don't think about it anymore. I once took it on an AR/Dev blaster for theme reasons. Quickly swapped for Scorpion Shield and never looked back. I think everyone does it once, then that's it. They move on and the set is forgotten.
  19. AR/energy is good for gimmicks. AR is better with /devices, which is the best blaster secondary out there. T-Drone + Field Operative are the two best toggles blasters get, period. The rest is just delicious gravy (immob, smoke, taser, trip mine). So much more functionality, survivability, etc. with /Dev. Energy is too click-intensive, too many pre-click things. Slows your mojo down. Sometimes you just want to pew-pew-pew, not click-pew-click-pew-click-pew. Unless you are going to PvP /energy is meh.
  20. You'll either 5-slot your snipe with Sting of the Manticore or 6-slot it with Extreme Measures if you're going for set bonuses (defenses, mainly). 99% of my snipes are 5-Sting of the Manticore. Rarely do I snipe out of combat, unless it's my opener; but that's very rare. Mostly snipe is used insta-cast in combat for better sustained DPS. The snipe change was huge; and it's even sillier on Scrappers (get snipe in some epics, except they have a chance to crit!). Here is my current build for my AR/Dev (mostly on the cheap, no purples, but both ATO sets I buy with Merits (600 each)😞
  21. Personally, I view /devices as the most powerful blaster secondary (except vs. /energy if pvp'ing). That said, I usually skip Caltrops and Time Bomb. Everyone skips Time Bomb except super slow solo players. Toxic Web Grenade - mandatory, but I usually 6-slot it with Enfeebled Operation for MASSIVE smashing/lethal defenses. Incredible set, if you can spare the slots (and you should). Caltrops - there is an argument for caltrops, proc-monster style, but it really is lackluster compared to trip mine or most any AoE else, really. Handy if you can fit it in, but I would not plan for it. I suppose as a 1-slot "oh shit" power it is ok... Taser - is freakin' awesome! Not just a nice stun, but a hit-like-a-truck stun. Fast, good energy damage, close range (pseudo melee power, but still ranged). I always take it. Usually put 4 devastations in it (+HP and 3% dam) Targeting Drone - must have, really nice power, ½ of the main reason you should want to play /devices. I slot it with two Adjusted Targeting for 2% dam bonus, as slots are tight on an AR/Dev survival build (that I have). Smoke Grenade - often passed over by those who don't play very well. Don't skip this, it's a game-changer. I usually 2-slot if with Dampened Spirits (2% dam buff) and enjoy a little -ToHit (about -6.3%) but the real power is the -perception. Incredibly useful in team and solo! Field Operative - must have, excellent "free toggle", the other ½ of the main reason you should want to play /devices. I slot it with 3 numina + 2 efficacy adapters + 1 LotG global rech. proc. YMMV. The regen is really strong (and it's better than absorb, about as good as /fire's +heal). Recovery is strong, defense is OK. So many slotting options with this one. Probably THE BEST blaster free toggle in the game, by a LONG SHOT. This is what all other blaster secondaries wish they had. Trip Mine - some skip it, I take it. It's really decent damage, is NOT interruptable (which is good or bad, depending, mostly good). I 6-slot this one, as it's a great AoE filler, as well as a fun solo playtime power (set 5-6 of them and bring the mobs over... boom!) Time Bomb - as anyone with just over 1 brain cell or more will tell you, skip it. I suppose if you tried really hard you can come up with one dream scenario where it's handy or useful, but in reality, it's a wasted pick. Take trip mine instead, never look back. Gun Drone - silly and lame, but a ghetto aggro magnet and mule for a sweet rech-intensive pet set (4-slots for 6.25% recharge, etc.) That's about all I have to say about that.
  22. I figured it out: you have to run the 32-bit client of the game; HeroStats does not work with the 64-bit one. Seems it just doesn't work. It's already been discussed in the forums, so I'm stopping this here.
  23. Does HeroStats even work still? I vaguely remembering trying to get it to work, but was unsuccessful.
  24. Just realize, a $alignment or $morality would be great, too (currently I use $side, but that's either Hero or Villain). I'd like to have Rogue / Vigilante / Hero / Villain via either a new variable ($side could be "Red" or "Blue" or leave as-is).
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