Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

125 Excellent
  1. This thread is 12 pages long already? I thought more about this, and given my stance that IOs are the problem, I wonder if it's possible to create an SO only server. Just literally take out all io recipe drops and merit purchases. Leave all the content the same. Might this be easier to do than trying to create a new game mode or difficult setting? I suppose you'd lose a lot of the min/max mini game, but you'd have a harder game to play. Personally I wouldn't use SOs only on the existing servers because I'd feel useless relative to what everyone else is doing. But, if everyone on the server was also using SOs then the whole scale moves.
  2. Forgive me, but I feel like the game already has a good precedent for a better way to design these powers. See Radiation Armor, Bio Armor, and Ice Armor (Icy Bastion). To me, you have to start with an evaluation of each set, and then redesign the tier 9 to provide something it doesn't already do well or provide an otherwise valuable benefit. Super Reflexes and Energy Aura don't need more defense, Electric Armor doesn't need more resistance. I'm not going to take these powers, even if they're a toggle. Shorten the durations and the recharges to remove the "last stand" hesitancy of using them and, yes, get rid of the crash.
  3. Something like that, yes. But actually I know the water control set over on the streamers server as a forced movement ability that works better, now that I think about it.
  4. While reverse repel can't be done, maybe there's a substitute effect that would yield the same results? I'm thinking a taunt and range debuff that would force mobs in a radius to run to the target. Could cast on an ally tank, if the aggro cap could be ignored, to force more mobs to run to them. Or, cast on an enemy target and force mobs to run to that location. Sorry, I know your post is 2 months old but the thread was bumped and I just saw it. Got me thinking.
  5. Several atos offer the bonus at just three slots, which enables people to split the set and get it twice. Then, as you said, even though sets offering that 5% bonus are unique you can still receive the bonus from multiple types of sets. A 5% bonus shouldn't even exist, but if it does it should be a unique bonus, like a unique IO, staking it is just too much. Your point about the influence cost is noted. Significant though it is, we do gain influence just for playing the game. I don't see it as a limited resource like a power selection or enhancement slot.
  6. Started an earth/Poison controller earlier in the week and this guide was extremely helpful for allocating slots. Level 33 right now and thinking it will be an area denial and debuff monster. Thanks for writing this.
  7. I voted for option 3, but want to add that I specifically think some of the IO defense bonuses are too high. I don't think 5% defense bonuses should exist; these provide more defense than things like stealth, manauvers, weave, Combat jumping, etc. when they're fully enhanced (depending on AT modifiers). Certainly, you should also not be able to have multiple 5% bonuses. There are also some sets that provide ~3% defenses for only a 3 or 4 slot investment, and I think these should be reserved for 5 or 6 slot investments. But why, Kelvin? Well, most defense based armor sets will be able to hit the softcap regardless of these changes, which they need to do to perform comparably well. Armor sets that layer both resistance and defenses should still be able to reach respectable numbers. It would primarily scale back the numbers that characters with no inherent defenses can obtain, returning some value to defense buff support sets.
  8. Took some feedback from both of those threads and put a build together. The concept here was to have nearly everything you do provide valuable debuffs. Earth is already very good at debuffing defense, so I focused on resistance, tohit, and slows (to a lesser degree). This is all a concept right now, but it seems fun: Pros: -Res procs everywhere they work. Stalagmites, volcanic gases, poison trap, fissure, envenom, and venmous gas all applying -res. Good damage proc potential in volcanic gases, poison trap, stalagmites and fissure means you should see some respectable numbers while applying the debuffs Envenom floors resistance of the primary target. The achille's proc should trigger on targets hit by the aoe splash. Anything caught in venomous gas and earthquake will take -34% tohit. Anything hit by Weaken only adds to that. Defense debuffs happen automatically through Stalagmites, stone cages, earthquake, quicksand Built for as much S/L and ranged defense as I could get. The aforementioned tohit debuffs should make you very hard to hit. Intuition radial is a perfect fit as it boost everything you do; hold, defense debuff, slow, tohit debuff, range, and damage. Cons: Basically no single target attack chain. Seismic smash will do what it do, but outside of that you have nothing. Endurance may become a problem with no utility to refill it. Destiny could help fill this hole No resistance, like at all. Things caught in venomous gas and weaken will do reduced damage, but you will need to keep things locked down and tohit debuffed The playstyle will flip almost completely once Venomous gas is slotted. Up till then you're hanging back at range, applying your ground patches, tossing in debuffs, and control. Once Venomous gas is slotted, you'll want to dive into melee range spread that poison around. I imagine laying down earthquake and then using Jaunt to get in their quick and lay down a poison trap or volcanic gases, but I'm not high enough to test it out yet. 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: Earth Control Secondary Power Set: Poison Power Pool: Leaping Power Pool: Experimentation Power Pool: Concealment Power Pool: Speed Ancillary Pool: Stone Mastery Hero Profile: Level 1: Fossilize -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SprWiloft-EndRdx/Rchg(3), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5), SprWiloft-Rchg/Dmg%(7) Level 1: Alkaloid -- Pnc-Heal/+End(A) Level 2: Envenom -- Acc-I(A), AchHee-ResDeb%(7) Level 4: Stone Cages -- Acc-I(A), EndRdx-I(25) Level 6: Quicksand -- PcnoftheT--Rchg%(A) Level 8: Weaken -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(9), CldSns-Acc/Rchg(9), CldSns-ToHitDeb/EndRdx/Rchg(19), CldSns-Acc/EndRdx/Rchg(19), CldSns-%Dam(21) Level 10: Neurotoxic Breath -- PcnoftheT--Rchg%(A), PcnoftheT-Acc/Slow(11), PcnoftheT-Acc/EndRdx(11) Level 12: Stalagmites -- Stp-Acc/EndRdx(A), Stp-Acc/Rchg(13), Stp-Acc/Stun/Rchg(13), JvlVll-Dam%(15), PstBls-Dam%(15), Ann-ResDeb%(17) Level 14: Super Jump -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(17) Level 16: Elixir of Life -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25) Level 18: Earthquake -- FrcFdb-Rechg%(A), DarWtcDsp-ToHitDeb(23), DarWtcDsp-ToHitDeb/Rchg(34), DarWtcDsp-ToHitDeb/EndRdx(36), DarWtcDsp-Slow%(36) Level 20: Combat Jumping -- LucoftheG-Rchg+(A), Ksm-ToHit+(21) Level 22: Acrobatics -- EndRdx-I(A), EndRdx-I(23) Level 24: Speed of Sound -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(34) Level 26: Volcanic Gasses -- PstBls-Dam%(A), Ann-ResDeb%(27), GldNet-Dam%(27), UnbCns-Dam%(31), GhsWdwEmb-Dam%(31), UnbCns-Acc/Rchg(37) Level 28: Stealth -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(29), LucoftheG-Def/EndRdx/Rchg(29) Level 30: Hasten -- RechRdx-I(A) Level 32: Animate Stone -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(34), ExpRnf-+Res(Pets)(36) Level 35: Poison Trap -- GhsWdwEmb-Acc/Rchg(A), GhsWdwEmb-Dam%(37), ScrDrv-Dam%(37), Erd-%Dam(40), FuroftheG-ResDeb%(43), Arm-Dam%(43) Level 38: Venomous Gas -- AchHee-ResDeb%(A), DarWtcDsp-ToHitDeb/EndRdx(39), DarWtcDsp-ToHitDeb(39), DarWtcDsp-ToHitdeb/Rchg/EndRdx(39), DarWtcDsp-Rchg/EndRdx(40) Level 41: Fissure -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(42), PstBls-Acc/Dmg/EndRdx(42), ExpStr-Dam%(42), Ann-ResDeb%(43), PstBls-Dam%(46) Level 44: Seismic Smash -- Hct-Dam%(A), Hct-Acc/Dmg/Rchg(45), NrnSht-Dam%(45), GldNet-Dam%(45), GhsWdwEmb-Dam%(46), Mk'Bit-Dam%(46) Level 47: Rock Armor -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48), LucoftheG-EndRdx/Rchg(48) Level 49: Earth's Embrace -- Mrc-Heal/Rchg(A), Mrc-Heal/EndRdx/Rchg(50), Prv-Heal/Rchg(50), Prv-Heal/Rchg/EndRdx(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), Prv-Absorb%(40) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(31) Level 50: Intuition Radial Paragon ------------
  9. Thanks for pointing me to that guide. It was a great read and answered all of my poison related questions. Does anyone have slotting advice for Earth control?
  10. I rolled this combo up last night and did some dfb and posi 1. Sitting at 18, it feels really strong. I can't kill anything on my own, but I can make entire spawns regret not running away, and stop them from trying. Does anyone have a build for this combo I could look at? I'm not sure what set bonuses to go after other than S/L defense. How do procs work in either set? I noticed even though all of the earth powers debuff defense, you can only slot sets in earthquake. Does Achilles heal proc well there? Poison has some interesting options, but will the procs hit only the primary target or the "splash" targets too?
  11. Focusing on the Presence power pool as it's the least taken and has the most room for improvement. Problem Statement: The Presence power pool is statistically the least taken and offers little universal value across Archetypes. Goal: Rework existing powers or introduce new abilities that provide strong reasons to take the power pool, regardless of AT. Proposal: Pacify - Single target Placate is most likely to be taken by less durable archetypes, but is highly situational and provides no additional benefits beyond aggro drop of one target. I would propose replacing this ability with Combat Readiness. Combat Readiness is a new toggle ability that provides the user with +Def, resistance to immobilize, and resistance to Fear. Power statistics are similar to Combat Jumping and it enables access to Defense IOs. Resistance to Fear fills a void in many armor sets that don't have resistance to this more exotic status effect. Immobilize and Fear protection are universally beneficial to non-melee ATs. Provoke - This power is fine as is. It provides access to AoE taunt for Scrappers and Masterminds that want to utilize that play style. Intimidate - Single target fear is also very situational and does not provide enough value to justify needing to take a 1st tier power to have access to this. I would propose replacing this ability with Unbreakable Focus. Unbreakable Focus is a new toggle ability that provides the user with resistance to Hold, Disorient, Confuse, and resistance to tohit debuffs. Cost is .26/s. Together with Combat Readiness, this provides non-melee ATs with much need status effect resistance but still offers some value to melee sets by providing resistance to another exotic form of CC and tohit debuff resistance. This could also provide some Psionic resistance or defense, to plug another common hole in armor sets, with an increase endurance cost. Unrelenting - This power is mostly fine as is, but should have its duration/recharge numbers tweaked to be more in line with other power pool abilities like Adrenal Booster and Unleash Potential. I propose keeping the 30s duration, and lowering the cooldown to 240s, to match Adrenal Booster.
  12. Fire Melee does fine on a Stalker. Even though its fast Assassin Strike is a little slower than other sets, AS is still an upgrade over Incinerate in my book. Reliable crits from Fire Sword Circle are excellent. I don't like GFS at all, regardless of archetype. I have a couple fire melee Stalkers and only take scorch, fire sword, cremate, AS, and FSS so you have plenty of other power picks to use. I'd call it a wash between Stalker and Scrapper. Shield is very good on Stalkers because Shield Charge doesn't break hide, so you can chain together multiple AoEs as an opener and still benefit from the increased critical hit chance from hide on the second one. If you want to be slightly sturdier, play it as as a Scrapper. If you want to delete bosses, play it as a Stalker.
  13. Back on Freedom, my supergrpup used to dabble in a little PvP. Not like the arena guys, but casual zone stuff and the occasional base raid when one could be organized. I think they deactivated the feature, maybe, or it was just so hard to find another supergroup to go against that we stopped trying.... But they were hella fun. If on offense, you had to port into the other teams base and sack the power supplies and maybe collect items of power or something. If on defense, you had to hold off the other team until time ran out. PvP in this game is a mess. I can't seriously recommend that we try to create another system for it, but I'm stuck on the idea tonight of doing a base raid. Does anyone else remember these? Could we leverage AE and somehow merge it with supergroup bases to have npcs protect the base from an assault? The raiding team has an objective to take out the generators in X amount of time and base builders can create intricate labyrinths to challenge them. Too crazy?
  14. I loved it! The Adrian veidt storyline kept me guessing all season.
  15. I guess it bodes well for Stalker secondaries that so many are able to reach these kinds of numbers. I did not know EA could get close to S/L resist cap, that's huge. Plus it has a reliable self heal, endurance utility, and +recharge built in. Invuln is very steady across every AT. It's hard to beat its layered defenses, max hp, and it does get some DDR. But, I might be most blown away by Electric Armor right now. Capped resistances to all by neg and toxic, which are pretty uncommon damage types, a reliable heal, endurance utility, +recharge, and pushing 40% S/L defense to boot. That sounds pretty tough. Even with no DDR, if your defense gets floored you're still holding on to capped resistances and heal.
  • Create New...