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Coyote

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Everything posted by Coyote

  1. +1 Inf. But to get the Dr. Evils Unbridled Loathing to fully Perma Haten, you need to go thru 4 years of medical school missions...Otherwise you just have Mr. Evil's Unbridled Loathing... If you are Mr. Evil going through 4 years of medical school missions, does that make you Resident Evil?
  2. Nightfall only becomes useful on a mostly-ranged character, who slots up some Range enhancements in Tenebrous Tentacles. If you get the Tentacles range up past 50', then you can use them and still get a decent spread on Nightfall. If you have to close in for PBAoE powers or for a base-range TT, then Nightfall is only going to hit a few targets. For levelling purposes, of course, Nightfall is a major power, since you get the Tier 9 late, and the Judgement even later.
  3. Phantom Army doesn't have a special limitation on its Recharge, it should benefit from global +Recharge effects just like any other power.
  4. I see the mobs get knocked back a lot with my immob applied. I do not think it changes it to knock down. If it does, I have never seen it happen. Gravity's Immobilizes did not grant KB protection to mobs, unlike most other Controller Immobs. So probably when they went through the Immobs and changed the KB protection to conver KB to KD, they didn't bother changing Gravity (and maybe not Electric, as I recall, it had the same no-KB-protection benefit). Nowadays, what used to be a benefit has turned into a drawback.
  5. I think Mass Hypnosis could be useful with a lingering -Speed/-Recharge, kind of like enemies are drowsy. It is the only Controller AoE Sleep that is actual... sleep. Ice and Earth's sleeps are more like enemies are in fragile holds, and even though Elec's Sleep uses the Sleep animation, I think, I feel like it's more like unconscious, rather than asleep. Terrify is pretty comparable to Fearsome Stare, already; shorter range, wider cone and damage compared to longer range, narrower cone and -ToHit. By itself, I think it's okay. What would be neat was if using Terrify on a sleeping enemy did something extra, like some kind of demoralizing effect as you turn their dreams to nightmares. You just said something interesting, and I'm going to expand and paraphrase it: "What would be neat was IF MIND CONTROL GOT A COMBO EFFECT on its powers". Mass Hypnosis and Terrify should each have debuffs... one of them a -ToHit, and one a -Dam... but combining them should increase the damage from Terrify, and the debuffs. Confused foes should take extra damage from Terrify. Using Levitate on the target of Telekinesis should have some interesting effect... maybe turn Levitate into a 8' AoE damage? Maybe just increased SMASH down into the floor for extra damage? I think that Telekinesis should give it an AoE effect, while Domination/Total Domination increase its damage, as the target can't absorb the fall. Maybe if you combine Mass Hypnosis, Mass Confuse, and then Terrify on the mobs, each mob has a 50% chance to spawn a PBAoE Psy damage effect as their terror is broadcast to those around them? The point would be both to increase the effectiveness of Mind Control, and also to make it more "neat". Right now it is very bland, in visuals of the powers, in visuals of the affected enemies (compare Confuse vs Possess), and in actual effects.
  6. 1: I would say that a bigger difference between the powers than the cone, or slow spread, is whether or not a Confuse power alerts the mobs to your presence, or not. That's probably a major reason why Mind Control's Confuse abilities were considered so strong. In a world where IO sets didn't exist, so you didn't have the amount of defenses available that you do no, it was a bigger point than it is today. 2: I have a Dominator with a theoretical duration on Mass Confuse that is equal to its Recharge. So... it can permanently Confuse a spawn. AoE controls that completely stop attacks permanently on an entire +0 spawn are not usually considered in line for being buffed, even if other controls can manage an even higher uptime than 100%. So, from #2, I don't think that a straight Recharge reduction is warranted. I do think that it would be reasonable to reduce the Recharge AND the Duration by the same amount, and I think that looking at Blaster Nukes for the Recharge amount for such a major Tier 9 power is reasonable. So, 120-150 seconds would look reasonable to me. I think that we're also looking at the wrong power in Mind Control. Mass Confuse jumps out as an outlier, but honestly, it's the "every spawn control" where it feels the weakest... Mass Hypnosis and Terrify. Mass Hypnosis is only useful in a few rare situations, and Terrify isn't bad but it's not a good every-spawn control. It really need a To-Hit or a Damage debuff in it.
  7. Major shockwaves in PvE? I would say, very VERY minor shockwaves. More like ripples, actually. I mean, between Hover (viable in PvE), Acro, and just the 1-2 BotZ IOs that you could slot already, you could already make any squishy immune to 99% of the KB in PvE. So... how is 1% of the KB in PvE really a "major shockwave"? Maybe a major tiny ripple.
  8. Awesome! I loved that thread! WAIT!!! I mean, I be haten' that thread. Permanently.
  9. Fearsome Stare should be slotted up for ToHit Debuff... its main purpose is to floor the accuracy of mobs while keeping them in place. Fear is not useful since you will be damaging them constantly. Slotted up and with Gather Shadows active, Fearsome Stare plus Living Shadows add up to almost 40% or so ToHit Debuff, and Nightfall adds another 9%. Even without hard AoE controls, this can pretty much shut down a spawn for the duration of the debuffs, and by the time Gather Shadows wears off and you're using the base values for debuffs, the spawn should be smaller in size, with some of the mobs Held and others Confused.
  10. Another option for Gale is to put the KB to KD in it, a Force Feedback proc IO, and spam it for frequent knockdowns and to try to get +Recharge. For perma-PA, I question its use... I mean, it's great to have, but shaving a few seconds off the PA gap at the cost of major sacrifices in the build is probably not worth it. You can solo AVs and take a bit of aggro from them... My level 22 Ill/Storm has about 20% Defense already, and with about a 12% debuff on AVs from Hurricane (at this level... at higher levels it drops to about 6%, but you also get more defensive bonuses), she's one Luck away from being capped. You should be able to survive aggro for a few seconds using a single Luck, so trying to really twist the build to force in a perma-PA is not worth it, IMO. I really like Thunderclap, it's your only AoE Containment setup for Epic AoE powers if you use them, and with the Controller ATO and Stun from Tornado (and possibly Fissure if you go with that Epic), you have a reasonable chance to get mezzing on Lts/Bosses. Plus, Illusion has good single-target Controls, so Blind/Deceive the LTs/Bosses, and use Thunderclap for the minions. For Tornado, if you can afford it, the Overwhelming Force KB to KD IO is preferred since it adds Damage enhancement to it.
  11. Hmmm... I would also have thought that Spectral Terror would be a good place for it. Maybe Thunderclap? Turn that AoE Mag 2 Stun into something worthwhile by adding more Mag 2 stuns?
  12. Hyperbole. If a lot of people do this, the price of ATOs and the other items in the booster packs will drop.... to a level where the profit is still noticeable but not so immense. So, some items being sold on the auction houses will drop in price. This will have a negative feedback on the amount of people buying the super packs, and then the downward pressure on the items in the packs will decrease. In the end, prices will stabilize with the items in the super packs at a lower level, but not "crashed". Brute ATOs, as an example, may drop from 6 mil to 3-4 mil. And the market, and the servers, will go on.
  13. Your entire argument is based on a single premise, and it is a fallacy to assume that your premise is reality rather than just opinion. Not everyone thinks that this game IS just a power fantasy... consider that players dial up the difficulty as high as it will go. If all they wanted was to smash mobs like superheroes beating up gun-toting mobsters, they would run it at -1/x8 to have more bodies falling to the floor, faster. Psychological tests show, actually, that tasks that have no difficulty and no challenge, soon become boring.
  14. Tanker: "You can have my 3.75% defense boost when you pry it out of my cold, dead fingers. Enemy: "Offer accepted." Attack... MISS. Attack... MISS. Attack... MISS. Enemy: "Dang, that's an annoying defense boost".
  15. The way the calculation works, you don't lose Proc activations by adding in Recharge, as long as you keep spamming the power at its new Recharge. The chance per activation drops, but the activations per minute increase, so overall you get the same amount of procs. However, this applies to procs that instance separately, like damage. When you have a proc like FF, where you can't gain the benefit of two of them being active at the same time, it works better if you space out the power activations to make sure that you are never in a position to stack the proc, thus wasting some of its duration. This applies mostly to Force Feedback and Achilles Heel, both of which don't stack... so if you get a new activation with 2 seconds left on the old one, you effectively lose those 2 seconds. But as long as your power's cycle time is longer than 5 seconds for Force Feedback, and 10 seconds for Achilles, it's fine. Note, however, that you're spending more Endurance in firing the power more often, but not getting more procs per minute... this is fine if you're using the power mostly for its damage or other effect rather than the proc, but if the proc is a major reason why you're firing the power, then you're better off slotting for Endurance Reduction than Recharge Reduction.
  16. -1. Controls that are just under Controller levels? That's better than Defender or Blaster controls. Damage that's just under Scrapper levels? That's more damage than Defenders, albeit in melee. They're used by lots of builds, and they see action. Some are a bit weak and some could use buffing, but this level would be just silly. They should not be better than your Primary/Secondary powers except for specific builds.
  17. Earth/Storm at the end game. You don't need as much defense then, and Earth is a strong defensive control set anyhow, so going with /Dark is overkill on defense. Meanwhile, Storm brings exactly what you need as a Controller in general, and in the end game in particular: more AoE damage. Also, Earthquake + Freezing Rain = constant flopping for mobs. Thunderclap + Stalagmites = long-term Boss stun in an AoE.
  18. Energy Manipulation works well with Dark Blast since Power Boost aids pretty much everything that the primary does... debuff, self-heal, hold. Mental Manipulation adds a ranged cone. Tactical Arrow has lots of ranged options.
  19. To be honest, if you make a couple of MM primaries with a mixture of melee attacks and a toggle shield that gives some defensive statistic (Regen, Defense, Resist, Absorb) plus status protection, and give the melee attacks a weak Taunt effect, you would end up with pretty much the same effect as the poster. You do lack some choice in number of attacks, but it would be a lot easier to add into the game than an entire new AT which would have to come with multiple powersets at the start.
  20. Unlike some other games, in CoH, hitting a target with the same DoT power will stack the DoT damage ticks. You do NOT lose the tail of the previous DoT effect when you hit them with same DoT effect again.
  21. Wind Control is still broken, right? Thank you, I'm done here.
  22. 1: Snow Storm is probably overslotted, I don't think it needs all of those Slows. 2: Don't put effects in damage powers if you're feeling low on Damage... getting a chance to drain some Endurance is not worth it unless it's in a major Endurance-sapping build. Put more damage instead. 3: Similarly, NEVER slot Defense Debuff in Rad Blast. You already put out so much -Def that there is no point in increasing it. Put Achilles Heel, or more damage. 4: You have 3 slots in Teleport, and only 2 in your Snipe... of course you will be suffering from low damage if you're putting 3 slots in a travel power and 2 in an attack. Slot up the attacks more, put 2x ToHit and 1xToHit/End Red in Tactics, and get Kismet... I think this puts you at Fast Snipe (though soon you'll get Fast Snipe without having to build for it). Basically, you have a few attacks, and they're all not heavily slotted. And you're doing low damage. This is a direct cause-and-effect relationship here... if you want to deal more damage, slot up your attacks more. If faster travel and better defenses are your priorities, then you will have to accept dealing lower damage.
  23. Don't forget the use of Achilles Heel proc. Also, I read that the PPM procs were changed to use the MODIFIED recharge, so you don't gain PPM by putting them in a power with high Recharge enhancement. This makes them comparatively more useful in pet powers, which aren't modified by Recharge modifiers... unless the procs take into account Recharge modifiers even if they can't affect the power.
  24. I wonder if the Devs would listen to a Suggestion to create Rollin'/Haten Brutes
  25. IIRC, the buff pets just follow you and, with a high recycle rate (or sloe resistance), repeatedly cast their (non-stacking) buff on you. And because they're buffing you, it increases their Threat each time the buff goes off, making them a bigger target than you are unless you've got something with a taunt effect. I believe that the Threat increase is coded into the buff powers, so dealing with it is likely to be complicated. Maybe, but you wouldn't have to code the buff powers, just give the buff pets an auto power that decreases their Threat Level.
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