Jump to content
The Beta Account Center is temporarily unavailable ×

Uun

Members
  • Posts

    4218
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by Uun

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. Lift has no AoE.
  7. 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.
  8. Combat Teleport is unaffected by range changes. Presumably it shouldn't accept range enhancements.
  9. Combat TP doesn't need enhancement, but can mule a variety of uniques (increased perception, slow resist, -kb).
  10. A. Yes B. No, Distortion Field is an AoE slow with a 45 second duration and a 2% chance to hold every second. C. D. Yes E. Dimension Shift is an AoE phase shift. Foes inside the phased area can't effect you or your team unless you enter the phased area (in which case you can fight them). Pretty situational, but doesn't require more than an endred in the base slot. F. They've changed this to limit how far away the exit point can be. In the old days there was no limit and if you pointed the exit point straight up (in an outdoor map) the falling damage could kill stuff. You could also TP foes to the other end of the map. G. I think so but haven't tested this. H. It stacks. I. When containment was first created, only controllers primary powers did double damage if the target was held, immobilized, slept or stunned. Over time they added secondaries, pool powers, APPs, etc. Controller pets don't benefit from containment, nor do incarnate powers. J. See above.
  11. I've played them both but not together. Combo should work well if you're looking to stay at range. Water is a fun set and the Tidal Power mechanic is pretty straight forward. Good AoE but ST is kinda meh. Self heal is a plus. If you slot Tidal Forces with a Gaussian's BU proc, Geyser will take out most of a spawn, and Water Burst or Steam Spray will usually clean up any leftovers. TA is a solid utility set that provides some very good self buffs (+acc, +rech, +def, +perception, kb protection, -tohit resistance). Don't skip Electrified Net Arrow as the T1 - you'll need it to ignite Oil Slick (Steam Spray will also work). Whirlpool should also synergize well with Oil Slick.
  12. The complaint was about the ST damage. The only damage proc options available for the ST attacks are Apocalypse (lvl 50 + unique) and Gladiator's Javelin.
  13. For my Illusion/Poison I went Stone Mastery for Fissure and Seismic Smash. Poison Trap helps in setting up AoE containment. For my Illusion/Time I went Primal Forces for Power Boost but skipped Energy Torrent since there's no way of setting up AoE containment aside from Flash. For my Gravity/Storm I went Ice Mastery for Ice Storm, but that was more thematic.
  14. KB>KD works fine with Singularity's Repel power, which knocks back anything within a 9 foot radius. It doesn't do anything to its Gravitational Pull (which uses the repel status effect), which sucks any foes between 45 feet and 7 feet towards it.
  15. No, only Lift and Propel benefit from Impact. IW can't actually be used while you're mezzed, it has to be used proactively. Suggest you look at Rune of Protection in the Sorcery pool.
  16. The 18 seconds Mids is showing you on the Info tab is the duration of the slow effect. The base hold duration is 9.536 sec, so 18.59 seconds on the Effects tab reflects ED max enhancement. That said, while BFR doesn't have great DPA it's still the most damaging power in the set and should be slotted for damage. You don't need hold duration if they're dead. https://cod.uberguy.net/html/power.html?power=corruptor_ranged.ice_blast.bitter_freeze_ray&at=corruptor
  17. If you're building /Time, Power Boost (for Farsight) is a must and your only EPP option to get it is Primal Forces. It offers Energy Torrent for additional AoE damage (and has a lower end cost than Psi Tornado).
  18. No, but some of the ATOs affect the behavior of the inherents.
  19. Uun

    Ice/Elec Build

    When you use Energizing Circuit, you need to be standing close to the target to get the most endurance back. As the power chains, the buff becomes weaker. Shock requires accuracy Slot Bitter Freeze Ray for damage, not hold Maneuvers requires end reduction unless you're using it as a mule Tactics requires end reduction (BU proc requires power to be active) Tough requires end reduction unless you're using it as a mule
  20. Lift has better DPA (even with Impact), but Propel is fun and has better DPA than Crush (which doesn't benefit from Impact). Slot kb>kd in Propel.
  21. I run DFB to pick up the acc temp power and slot the P2W prestige enhancements. I slot SOs until lvl 22 then switch to common IOs. I start with 1 acc and 1 dmg in the attacks and then start slotting armors and other toggles. I don't slot IO sets until lvl 27 (when the better sets open up). I prioritize which powers get slotted based on what feels like it needs help. I generally don't slot the ATOs until after lvl 40.
  22. 8 of the 13 armor sets get end drain resistance, although Invul and Energy only get 25% (Consume is 50%). Willpower's Quick Recovery does nothing against end drain - my WP brute gets drained and toggle dropped every time he fights Arachnos or Malta.
  23. WP didn't lose anything. It always had psi resist in Mind Over Body and psi defense in Indomitable Will.
  24. I put Defender's Bastion in Lancer Shot and split Vigilant Assault between Disintegrate and Charged Shot (to double up on the 10% recharge bonus). Both of these can go in Increase Density
×
×
  • Create New...