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SaddestGhost

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Everything posted by SaddestGhost

  1. I'm really enjoying Jaunt as it is. For characters that I want to jump into melee quickly it's absolutely perfect. I can toggle it quick, port in, and toggle it off. For general travel though, I'm not too impressed with it. It seems like it always drops me closer than the reticle appears to be.
  2. I understand what you're saying, but I think you're definitely missing part of it. Even if the user understands Mind well enough, it requires the team to understand what the Mind user is doing and why. For instance, (and this is a personal peeve of mine) when you confuse Ruin Mages in the Posi task force, you're not only negating their Earthquake and Dispersion Field you're turning it against them. As long as they're confused that Earthquake is working for you. The moment the scrapper or whoever decides they're going to kill the guy with purple bubbles around his head, we're back to flopping on the ground and wiffing our attacks due to the persistent nature of some pets. With Mass Hypnosis there are also good tactical uses, but they are even more fragile. Part of the solution to that might be making it more evident that mobs are asleep, i.e. the idea they should lie down, but I suspect it would do little.
  3. With three mind controllers (Mind/Rad, Mind/Emp, and Mind/Kin) and two mind doms (Mind/Fire and Mind/Energy), all leveled by playing through the content, I'm going to dismiss your notion that people that don't see the flaws in Mind don't know what they're doing. In fact, I'll go a step further and say this. Until I had played all the other control sets (each taken to 50 with a controller, leveling through content no matter how sluggish), I used to argue for how good Mind was. When Mind control is being discussed, it seems like its defenders fall back on the "You don't know how to play it" argument. That being said, I'll concede that Mind starts out very strong and on a Dom it is arguably much better. However, Mind Controllers start to lose their lead in the mid-game as other sets are building their recharge and adequately enhancing their every spawn control. By the end game, Mind Controllers are lagging, though the have a few niche tricks that are nice (Confuse in the TPN, TK in MoM, layering controls on Rularuu, circumventing the positional defense of Hami's Mitos, sleeping AVs in MLTF). I'd argue that Mind's problems aren't even entirely inherent to the set; some of it stems from the changing landscape of the game. Before the proliferation of inventions having a tool for every spawn, even if it was a soft control, was a strong advantage. But now other sets can build their short charge, AoE controls to be up nearly every spawn. Pressing closer to the present, control has much less value in an environment where so many can softcap S/L/E or drop their nukes without the vulnerability that comes with a crash. When I started the game back around Issue 6 or so, Mind was generally considered a leader of the pack, but things have changed and Mind has not. It's time for an update.
  4. We can also look at Electric's confuse. It's also aggro-free, comes in 6 levels earlier, and has the same recharge as Seeds. The only trade off is the chaining mechanic. In my opinion, it easily demonstrates that reducing Mass Confusion's recharge won't suddenly make Mind overpowered. I rather like your idea for TK. Honestly, I think upping the target cap on it is all it needs to make it an every spawn power. With the ability to cancel the repel, it would become a must have even with its heavy endurance cost. On live, I used the knockback proc in Terrify and found it helped mitigate the alpha strike so I do like the idea for sleep, but I would like to see something that improves all sleeps in general. Currently Flash Freeze and Salt Crystals have unique animations for their sleeps that wouldn't fit well with the idea though.
  5. In an effort to be constructive could you explain what specifically you object to? For instance, I don't like the idea of adding an immobilize to sleeps. One of the uses I find for Mass Hypnosis is sleeping a group and peeling away a troublesome mob. Adding some debuffs to sleeps, however, doesn't interfere with that tactic so that's a change I would be open to.
  6. Honestly, I've always hoped for something similar, almost a parallel leveling branch, that would allow characters to develop in areas they weren't as strong in. Of course, (most of) the Incarnate powers we have now would remain in their place at end game, but earlier available ones could help round out a character's weaknesses. For instance, you could craft an AoE control or some armor for a Blaster, a strong melee attack for a controller, or an ally buff for a scrapper. I imagine powers similar in effectiveness to some of the things we already get while leveling, but restricted by being unenhancable (or enhancable through a slot slot like Alpha) and having fixed recharge and duration.
  7. Fade is being fixed to no longer be affected by Power Boosting skills, so I wouldn't count on that to help get your defense capped. (Currently, it is bugged. Allowing it to be boosted means attack boost increases the Resistance portion of the power.)
  8. Earthquake and Dispersion Bubble. So you know, trash your to hit before you can slot much accuracy on top of that added defense. Where are the ruin mages late game? Replaced with wimpy demons and lesser mages.
  9. Darkest Night is another that is 3+ seconds to activate. Though it looks like the version Tanks get in their PPP's might have a shorter activation already.
  10. I'd love to see the activation of some toggles reduced. 3+ seconds feels like an eternity when mobs die so quickly. It feels particularly bad on a rad when you may be throwing out two toggles. The change to allow the toggle to remain up on a defeated target is a wonderful boon, but I almost wish they had been changed to a location based toggle as we seen in Nature Affinity. Not wasting a moment on selecting a sturdier target might alleviate some of the frustration.
  11. Honestly, given the changes to the game (greater individual surviability and faster enemy defeats), I wish we could take a look at all the very long recharge control powers. Control doesn't have the value it used to when using a nuke left a blaster very vulnerable.
  12. I had an ill/kin on Live that I used to solo a few GMs (Kraken, Babbage, I think Eochai once). Transfusion does have -regen, but it doesn't stack from the same caster, I believe. I mostly attribute it to pet damage. On top of PA and Phantasm, I was using the Tarantula from the Mace mastery and Lore pets.
  13. I haven't played /energy since Energy Focus Mode was introduced. I see other powers than Total Focus can trigger it when used against stunned foes, but does it happen on a reliable basis? How is the up time on Energy Focus Mode overall?
  14. Perhaps I'm getting my hopes up (and sorry to pose this question a second time), but this sounds like it could address the issue with pseudopets and Domination. Is that a fix that is being considered? Synaptic Overload (on Live) only had an increased mag on one target, which was a bit of a bummer for doms. Some of the other powers that would benefit (Volcanic Gasses, Shadow Field) are already quite good, but it would be nice to see them behave with respect to the AT's inherent power.
  15. Does this mean we'll eventually see some fixes for things like Dominator's Synaptic Overload only having increased mag on the first target?
  16. Well dang, that's correct. I forgot it just adds a recovery buff on Aid Self.
  17. I'll second some of these. For an IO-less dom, Rune of Protection is pretty handy to smooth out the spikes of on/off mez protection and a bit of stealth goes a long way in helping Plant and Dark position for their cones. I would probably skip over the Fighting Pool without IOs to contribute to more significant defense though. Aid Self might also be a handy tool for sets that don't offer any means to heal, especially with Field Medic removing the interrupt time from it.
  18. I agree with that sentiment. I think people tend to overvalue them because it's very obvious when they proc, but if you pay attention to how often and how long they actually stun enemies it's underwhelming.
  19. I've never been fond of the Dom or Controller ATOs. I find both Fiery Orb and Energy Font underwhelming for an ATO proc. Both produce a mag 2 stun and damage aura around them (correct me if I'm wrong here). For Fire, Dark, Earth, and Grav, that's a bit handy in helping overpower a boss with your every spawn control + FO/EF. For the others, it can lock down a minion, which you've likely already controlled. For a more even experience across all sets a hold aura would have made more sense. It also has some odd quirks that make it less appealing to me. It draws aggro, it spawns at the caster's location, and it can't seem to fly. As a player that loves Mind those first two are a bit of a downer. For what it is (some splash damage and minor control), I think it could have been implemented without the pet. In comparison to some of the other ATOs that are real game changers (Stalkers, Blasters, and MMs), these are pretty lackluster. On a controller, for instance, the Lockdown: +2 mag makes a big impact in your AoE hold and feels like a significant boost for the AT, but with the PPM formula its a bit lackluster in single target holds. A global chance for increased mag in your holds, would have been nice. For Doms, my first instinct is to suggest a chance to instantly recharge Domination but finding the right proc rate for that might be difficult.
  20. As much as I love mind (I had mind/nrg and /fire doms and mind /kin, /rad, and /emp trollers), I find Dark to be a bit stronger overall as well. Rather than clunky, I find Shadow Field pretty darn handy, allowing you to cast around corners and, if you don't like placing it, a simple macro can cast it on your target (powexec_location target Shadow_Field). If I recall correctly, it also has a chance to tick a brief hold on enemies that enter into the area after it's been cast. In situations where control fails, i.e. Cims and their Shout of Command or Nemesis where Jaegers resist sleep, fear, and confusion, Dark still provides mitigation via its debuffs. On top of that there is the hard control of Heart of Darkness. On an recharge heavy build, you can bring it down to under 25 seconds cooldown, short enough that it can self-stack if a fight is dragging out. I give Mind credit for two things that I think go a bit overlooked: aggroless controls and lacking ranged/aoe typing. Prefacing Mass Domination or even Terrify with Mass Hypnosis to cut back on return fire and using Mass Hypnosis to temporarily route an ambush without drawing aggro to yourself are two ways that I leverage the lack of aggro generation. And having on psi typing on most of its controls lets Mind circumvent some troublesome mobs. But those advantages don't overwhelm what Dark has to offer, IMO. As for TK, I've tried to leverage it, but found it too situational. The low target cap, heavy endurance cost, and reliance on geometry have always hampered my use of it. Even though I love mind, I must admit it is outdone by Dark. I really do wish Mind would see some love. Given that electric now has a much faster charging aggroless confuse, I think there's some grounds to look at reducing the recharge on Mass Confusion.
  21. I believe Steam Spray already has a fire component so it can currently ignite it.
  22. Here was a take on a dark/dark/soul I worked up. It could probably do more damage if you leveraged procs, but it should be quite tanky. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Darkness Control Secondary Power Set: Darkness Affinity Power Pool: Speed Power Pool: Flight Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Soul Mastery Hero Profile: Level 1: Dark Grasp -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(5), BslGaz-Rchg/Hold(5), UnbCns-Dam%(40), BslGaz-Acc/EndRdx/Rchg/Hold(25), GldNet-Dam%(43) Level 1: Twilight Grasp -- TchoftheN-Heal(A), TchoftheN-Acc/Heal(46), TchoftheN-Acc/EndRdx/Rchg(46), Acc-I(48) Level 2: Living Shadows -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/Rchg(3) Level 4: Tar Patch -- RechRdx-I(A) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27) Level 8: Fearsome Stare -- SphIns-ToHitDeb(A), SphIns-%ToHit(9), SphIns-Acc/ToHitDeb(9), SphIns-Acc/Rchg(37), SphIns-ToHitDeb/EndRdx/Rchg(37), SphIns-Acc/EndRdx/Rchg(39) Level 10: Possess -- CrcPrs-Conf(A), CrcPrs-Conf/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Acc/Rchg(11), CrcPrs-Conf/EndRdx(11), CrcPrs-Conf%(34) Level 12: Heart of Darkness -- SprOvrPrs-Rchg/Energy Font(A), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(34), SprOvrPrs-EndRdx/Rchg(15), SprOvrPrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15) Level 14: Howling Twilight -- RechRdx-I(A) Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), Ags-ResDam/EndRdx(17), Ags-ResDam(19), Ags-EndRdx/Rchg(19), StdPrt-ResDam/Def+(50) Level 18: Haunt -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(27), SlbAll-Build%(29), ExpRnf-Acc/Dmg/Rchg(29), ExpRnf-EndRdx/Dmg/Rchg(34) Level 20: Fade -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/Rchg(21), GldArm-RechRes(23), GldArm-ResDam(23), LucoftheG-Def/EndRdx/Rchg(43), GldArm-3defTpProc(50) Level 22: Shadowy Binds -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Acc/Dmg/EndRdx(50) Level 24: Darkest Night -- EndRdx-I(A) Level 26: Shadow Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-Rchg/Hold(31), BslGaz-Acc/Rchg(31), Lck-%Hold(36) Level 28: Soul Absorption -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(37) Level 30: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(39) Level 32: Umbra Beast -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33) Level 35: Dark Embrace -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-ResDam/EndRdx/Rchg(36), UnbGrd-EndRdx/Rchg(39) Level 38: Dark Servant -- SphIns-ToHitDeb(A), SphIns-Acc/ToHitDeb(40), SphIns-Acc/Rchg(40), SphIns-ToHitDeb/EndRdx/Rchg(42), SphIns-Acc/EndRdx/Rchg(42), SphIns-%ToHit(48) Level 41: Dark Obliteration -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(42), Rgn-Acc/Rchg(43), Rgn-Acc/Dmg/Rchg(45), Rgn-Dmg/Rchg(46) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), RedFrt-Def/EndRdx(45) Level 47: Soul Drain -- Obl-Acc/Rchg(A), ScrDrv-Acc/Rchg(48) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 2: Swift -- Flight-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(7), PrfShf-End%(7) 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 -- UnbLea-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon ------------ | Copy & Paste this data into Mids' Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1525;720;1440;HEX;| |78DA6594594F135114C7EF745A60A6455A4B175A0A94B216E802551F8D021A15121| |25EC53AC21426D6B6694B228F7E00139707BF82D1C427A35F448D8FEEC1055B341A| |2526F5CCFC0FB449276D7EF79E39FF7B963933CB37175C4FCEDF3A2D24F77C5EAB5| 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  23. Fade certainly needs to be fixed. Pop a bunch of reds or team with a kin and Fade can easily offer 30%+ resists. Couple that with a resist based epic armor and a controller can nearly hit their AT cap for smashing, lethal, and probably negative.
  24. Flash Freeze applies its sleep after a very slight delay that allows the damage to take place. I wonder if that effect could be used to create an effect similar, but less powerful, than Static Field's. It wouldn't affect enemies that were initially missed, but it could reapply a broken sleep or stack enough to affect a boss. Looking at Spore Burst, for example, it has a 22.35 second duration. So it could be given a 20% chance to apply a second mag 3 sleep after 3 seconds, then an additional 20% chance at 6 seconds, and a final chance 20% chance after 11 seconds. Each tick of sleep would have a lower duration so as to not extend the overall duration of the power beyond its original duration.
  25. This is probably where I have seen the best use of Dimension Shift as well. When you know adds are coming, drop it where they will be appearing and you can buy the team a little time to deal with the current mons. The vahz ambush in Posi part 2 is also a good opportunity to use it if the team is about to be overwhelmed.
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