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Uun

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Everything posted by Uun

  1. Uun

    Rad/Kin

    Old builds will work fine. Neither set has changed in forever.
  2. It isn't flashy, but a 20-foot AoE with 65% -recharge (and 91% -speed) is nothing to sneeze at. It mitigates a lot of damage.
  3. There's no reason to take both Shriek and Scream. Pick one. Distortion Field is primarily a slow, not a hold. The hold has a 2% chance to occur every 1 second. The power is also autohit and doesn't require accuracy. Generally a recharge in the base slot is all you need. You can slot procs if you're so inclined, but the results aren't great. If you're going to run Maneuvers and Tactics (and not just use them as mules), you'll need to slot end reduction. I don't recommend skipping Siren's Song. It's the most damaging of Sonic's 3 cones, plus the sleep is autohit. I would skip Force of Nature.
  4. Ice doesn't have KB, Energy does.
  5. Sentinel version of Inferno has a shorter recharge (105s) than the blaster version (145s). Hail of Bullets has a 105 second recharge while Inferno has a 145 second recharge. With enough recharge you might get Inferno up every spawn, but it's certainly easier with HoB. That said, the difference in damage is HUGE. HoB with incendiary ammo has base damage of 238 while Inferno has base damage of 410 (both including the DoT).
  6. The Gravity immobilizes do NOT have -kb (the holds do).
  7. I play both sets and feel the opposite is true. Mind's AoE controls are sleep, hold, fear and confuse (plus Telekinesis, which has a 10-ft radius and 5-target max). Because the confuse is on a 4-minute recharge and sleep is situational at best in a team setting, Mind relies heavily on the fear (which is on a 40-second recharge). While the fear has a long duration, it doesn't prevent foes from attacking and is resisted by some factions. Fire's AoE controls are immobilize, stun, hold and knockdown, with the stun on a 90-second recharge and the knockdown on a 60-second recharge. Stun is more consistently effective as it prevents foes from attacking (and when combined with immobilize essentially becomes a hold). Unless you're facing flyers or resistant foes, knockdown patches are also very effective. The key, however, is that Fire has more uptime on its AoE controls.
  8. Mind's controls are decidedly less effective than those in many other sets, specifically its reliance on sleep and fear for AoE control due to the 4 minute cooldown on its AoE confuse. Dark, Earth, Fire, Gravity and Symphony have AoE stuns on 90 second cooldowns. Earth, Electric, Fire and Ice have AoE knockdown patches on 90 second (or shorter) cooldowns. AoE sleeps on most sets are typically skipped or used situationally due to the their lack of usefulness in a team environment. I readily admit that Seeds of Confusion is vastly OP and don't want Mass Confusion changed to match it, however, I think a reduction in cooldown to 3 minutes is warranted. I also stand by my comment above that Mind needs lacks sufficient methods of setting up AoE containment.
  9. I usually 5-slot with Devastation or Decimation. Procs don't have a great return in powers with a 4-second base recharge.
  10. Forgot to mention it earlier, but I've run the Old School Challenge version of the LRSF a few times (this disables incarnate powers, set bonuses and super inspirations and returns the Vindicators and Freedom Phalanx to lvl 54). Not really advanced difficulty, but still challenging and a lot of fun.
  11. 15-foot AoE, 5-target max
  12. For those unaware, Martial Combat has Burst of Speed, a self-teleport (+ AoE attack) that can be used 3 times before it needs to recharge.
  13. Two factors are primarily responsible for eliminating the scarcity of desirable IOs: 1) pooling of enhancements/recipes on the AH and 2) enhancement converters. Pooling was instituted by the HC devs and enhancement converters were a late (I22) addition to the live game. In combination, this made it easy to increase the supply of previously scarce items simply by playing converter roulette. With the price of converters pegged at 30 for 10 reward merits, there is no meaningful cost barrier to converting enhancements multiple times until the desired result is achieved. The supply of LOTG +rech IOs and the like became essentially endless. I don't recall when PVP recipes started dropping in normal content, but obviously that vastly increased their supply and opened them up to the same converter roulette. Compare this to HOs and D-Syncs. While pooled on the AH, they cannot be converted. There continues to be scarcity of highly desirable items (Cytos, Enzymes, Membranes, Provocations, etc.) and prices on the AH reflect this.
  14. I've run both ASFs and ITFs from 1* to 4*, but I do them infrequently. From a time commitment/enjoyment standpoint, I think 2* is my sweet spot. I prefer ITF largely because I find ASF too gimmicky.
  15. I only have 2 MMs, Beast/Traps and Thugs/Elec. Beasts are pretty good about attacking while in defensive mode if I shoot at something. Not sure if this is due to the Pack Mentality mechanic. Thugs on the other hand seem to sit around reading magazines in defensive mode. Unless something is directly attacking them, they ignore that I'm in combat. I'm constantly having to switch out of BG mode to get them to engage. They also seem to lose focus on foes that have had their end drained and are unable to attack unless I tell them to attack my target. I agree that the lag between summoning and being able to upgrade is very annoying.
  16. My SG on Excelsior is a solo stronghold but on Torch I belong to a SG consisting of remnants of a SG I belonged to on live. We generally get together and play on Monday nights. I do have global friends, but for the most part I rely on several chat and discord channels that are fairly active in organizing TFs and incarnate trials, both on Excelsior and Torch.
  17. Holy necro-post Batman!
  18. I agree that Illusion doesn't need a buff, but I don't think the effect on Illusion would be that significant. Phantom Army and Phantasm don't benefit from containment. Only Blind and Spectral Wounds do and they're both single target (and one is a hold), so adding fear as a containment source wouldn't do much for them. The only powers that would benefit would be the AoE blasts in the epic pools. These are currently worthless on Illusion controllers unless they have a power in their secondary that sets up AoE containment (i.e., Poison Trap, Entangling Aura, Choking Cloud). So adding fear as a containment source would only bring these powers to the same level of effectiveness available to other control primaries.
  19. You're the team leader. If the TF was advertised as KM or non-speed, you have every right to kick someone who refuses to abide by that. That said, there are certain TFs that are quite long if you don't speed/stealth certain missions (Synapse, Manticore, LGTF) and people have come to expect them to be run that way. I would be very clear at the start that you don't intend to do that.
  20. As stated above, the in-game Average Damage number is incorrect for Mesmerize since it includes containment damage. Excluding containment, at lvl 50 Mesmerize does 30.586 points of damage and Levitate does 40.373 points of damage. https://cod.uberguy.net/html/power.html?power=controller_control.mind_control.mesmerize&at=controller https://cod.uberguy.net/html/power.html?power=controller_control.mind_control.levitate&at=controller
  21. The issue with Mind is that it only lags for controllers. For the most part it's fine for dominators since they don't need to set up containment. Currently, Mind lacks sufficient means of setting up AoE containment. Most control sets have an AoE immobilize on an 8-second recharge that sets up containment. Many have an AoE stun on a 90-second recharge. All Mind really has is Mass Hypnosis - while on a 30-second recharge, the sleep gets broken the first time you attack and you no longer have containment. Telekinesis also sets up containment, but its AoE is only 10 feet and it has a 5-target max. Rather than adding damage to a bunch of powers, my suggestions would be to 1) add a non-damaging immobilize to Mass Hypnosis that persists if the sleep is broken; and 2) add fear to the status effects that set up containment. I like your suggested fix/replacement of Telekinesis. I agree that Mass Confusion needs a shorter cooldown but I think it should stay the T9. Total Domination should stay the T7 and the cooldown/damage should stay consistent with the AoE holds in the other control sets.
  22. This needs to be made much clearer then. From the power description: Notes: Combat Teleport is unaffected by Range changes. Why would I interpret that to mean that the range can be enhanced.
  23. Lift has no AoE.
  24. Since blasters got their sustain powers, I don't find it an issue to run Fly in combat and find Hover to be unnecessary. As a bonus, if you run Combat Jumping in combination with Fly, you gain movement control.
  25. Combat Teleport is unaffected by range changes. Presumably it shouldn't accept range enhancements.
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