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Uun

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Everything posted by Uun

  1. Most controller status effects have a 20% chance for an additional 1 mag control. When this occurs, the "Overpower" graphic appears. The duration of the additional control is usually 2/3 or 3/4 of the base duration. Many of the AoE immobilizes and sleeps have a 50% chance to Overpower. Containment causes controllers to do extra damage (usually double) to targets that are already held, immobilized, slept, stunned or terrorized. It has no effect on magnitude.
  2. Ice Arrow doesn't do "nothing but hold". It's a massive debuff (defender values): -25% RechargeTime Strength (all affected targets) for 10s [stacks] -20% Damage (All) Strength (all affected targets) for 60s [ignores resistance] -67.05% Heal Dmg, Absorb, Endurance, RunningSpeed, FlyingSpeed, Confused, Terrorized, Held, Immobilized, Stunned, Sleep Strength (all affected targets) for 60s [ignores resistance] -67.05% Ranged, Melee, Area, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic, Toxic, Base Defense, ToHit Strength (all affected targets) for 60s [ignores resistance]
  3. Envenomed Blades adds a toxic damage proc to all your attacks (not just Martial Assault), with the amount of damage determined by the power's base recharge and area factor. It caps out at about 31 points (you can see the impact on a power by power basis in Mid's). It also provides a 12% tohit buff. Duration is 40s with a 160s recharge, but with perma-Dom it can be up all the time or close to it (mine has about 7s of down time). https://cod.uberguy.net/html/power.html?power=dominator_assault.martial_assault.envenomed_blades&at=dominator
  4. Rad is somewhat safer because of its debuffs. Kin works best in melee range since its AoE buffs all center around the target (Fulcrum Shift also has a secondary buff around the caster). Gremlins prefer melee but Mercs are largely ranged, so they may miss out on the buffs/heals. You won't need the endurance replenishment with Elec (due to Conductive Aura).
  5. If you weren't aware, Ozzy's final concert on July 5 raised $190 million for charity (Cure Parkinson's, Birmingham Children’s Hospital and Acorn Children’s Hospice). Highest grossing charity concert ever.
  6. Domination (dominator inherent) doubles the magnitude of (almost) all control powers. So a ST mag 3 hold becomes a mag 6 hold, etc.
  7. Split Superior Scourging Blast between 2 powers to double up on the 10% recharge bonus. If you can free up slots, add more defense to the shields. If you're going to use Teleport for travel, slot a range/end enhancement instead of or in addition to the slow resist. As an alternative to 6-slotting Arctic Fog with Reactive Defenses, consider devoting 3 slots to defense and 3 slots to resist. The F/C/E resist is pretty substantial and worth enhancing. Unless there's something about the shark theme that's important to you, Shark Skin isn't a great fit. You're loading up on cold resist you really don't need. You would get more mileage from Mu Mastery/Charged Armor or Soul Mastery/Dark Embrace. Both sets also have ST holds that could replace Spirit Shark Jaws.
  8. An even earlier iteration I forgot about. It became a targeted AoE foe hold about a month after launch.
  9. There were several iterations. Prior to 2024, TK was a hold, not an immobilize. It had a smaller radius and a target cap of 5. The repel had no distance limit and would keep pushing the targets away unless you aimed for a wall or other obstruction. There was also no time limit on the toggle, but it had a very high endurance cost. I can't find a power description prior to the 2005 changes, but I seem to recall that it had a much larger target cap and possibly a larger radius.
  10. I miss the original Telekinesis pre 2005ish nerf.
  11. I've got it slotted with 2x heal IOs plus 2x LOTG (def & +rech) Not optimal for set bonuses, but pretty efficient otherwise. Yes, and the -HP stacks. Plus, if your target is affected by Shifting Tides, Brine's recharge is reduced by 15s per stack. I reserve stacking Brine for AVs and other hard targets. I've got Intuition Radial on mine, but it's a controller. Keep in mind that the alphas that boost healing don't boost absorb and vice versa.
  12. I tend to skip it on Dark Armor but quite like it on defenders and corruptors.
  13. The entire Overwhelming Force set is unique, as is the entire Avalanche set and all other Universal Damage, Winter, ATO and Purple sets.
  14. ROP is unaffected by global recharge or recharge buffs.
  15. From the July 8 patch notes: Thermal Radiation > Power of the Phoenix: Fixed a bug where the Defender version of this power was only usable on foes. However, per the thread below, the power still isn't working.
  16. Between Flash Arrow and Fearsome Stare (slotted for -tohit), nothing should be hitting you. TA gives you a lot of slotting flexibility, since several of the powers don't require more than the base slot (Entangling, Glue, Poison Gas, Disruption). In selecting an epic, I would probably focus on adding damage. If you stick with Soul Mastery, Dark Obliteration is pretty good. Don't know if it fits thematically, but Fire Mastery is another option.
  17. Uun

    Traps...

    Ran a Silver Mantis SF yesterday with 2 Traps MMs on the team (I was one of them). Despite not having a full tool kit at lvl 25, we crushed everything in our way primarily using just Acid Mortar, Poison Trap and Caltrops (and obviously FFG).
  18. I've got 6 lvl 50 controllers on HC and had 4 more on live. They solo just fine. My most recent controller projects were Electric/Dark and Arsenal/Marine and both are fantastic solo (I typically run at x4 or x6 depending on the faction) and I leveled the Electric before the recent buffs. Gravity, Illusion and Plant all solo very easily, although I'll grant you that Earth and Ice are pretty slow without help from their secondaries and epics.
  19. Assuming this is for general play and not farming support, there are major issues in this build. Your best ST attacks (Proton Volley and Cosmic Burst) only have 1 slot each. You skipped Poison Trap, one of the best powers in Poison, and Irradiate, one of the best powers in Rad Blast. You devote a ton of slots to unnecessary set bonuses. Weaken should get 4-6 Cloud Senses. Slotting Infiltration for defense (other than the +rech global) is pointless. 100% of the defense suppresses in combat. There's no reason for Elixir of Life to ever have more than the base slot (typically as a mule for one of the res uniques). Proton Volley should get 5-6 Sting of the Manticore. The Impervious Skin regeneration buff won't work in Antidote. It has a 120s duration and needs to be in an active power. Only the 7.5% status resistance is a global. Tough is overslotted , but you don't need both Fighting and Leadership. Recommend dropping the Fighting pool entirely. If you intend to run Tactics, it needs endred. You would be better served slotting the Gaussian's %bu proc in Aim and using it with Atomic Blast. Drop the 3rd recharge in Phase Shift and +5 the other two, but not really clear what you need this for. Venomous Gas should be slotted with 3x Dark Watcher's Despair or 2-3 Enzymes. Fire Shield is overslotted. Unless you plan on dying a lot, the slots in Rise of the Phoenix could be put to better use elsewhere. Cosmic Burst should get 5-6 slots. Far too many slots in Health.
  20. It only involved 2 powers (Cloak of Fear and Soul Transfer) and adding an alternative for a 3rd (Obscure Sustenance). None of the armors at issue were touched.
  21. Uun

    Ice control

    I had an Ice/TA controller back on live. Even with OSA, it was painfully slow to defeat anything. If I was to build an Ice controller today, I'd be inclined to pair it with Marine or Storm which provide a good amount of additional damage. Alternatively, try Ice on a dominator.
  22. Your numbers are wrong and you're mixing defender/corruptor values. These are the defender values. I added similar powers from several other sets. While I don't dispute that Tar Patch has a long cast time (which should be looked at), its recharge is consistent with most other AoE debuff powers. While it may not be useful in many circumstances, Tar Patch also has a longer duration. Unlike most of the others, Tar Patch stacks with itself.
  23. Uun

    Traps...

    Seriously? It has a 200s recharge. With slotting you can easily get it to half that. That said, Triage Beacon used to be identical to Spirit Tree. Spirit Tree was buffed in the last patch and had its recharge reduced to 120s. Don't hold your breath. Detonator was revamped last year. Also, masterminds were originally a villain AT.
  24. Yes. Could be if you're summoning it in combat. If you summon out of combat it's usually not an issue.
  25. The major endurance cost for controller pets is the summon (26 end). I generally slot controllers pets with 4-6 Expedient Reinforcement, which offers a decent amount of endred (affects both the summon and the pet's attacks). I usually slot Dark Servant with 4 Cloud Senses plus 2 Touch of the Nictus. You shouldn't have any endurance issues with a /Dark controller if you use Soul Absorption every time it's up. It provides a massive recovery/regen buff that lasts 45s and increases per target hit (alive or dead).
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