Jump to content

Death2Tyrants

Members
  • Posts

    892
  • Joined

  • Last visited

Everything posted by Death2Tyrants

  1. It appears the KD portion of the power has a lock out period where the NPC is immune to the KD for a period of 4.5 secs. https://cod.uberguy.net/html/power.html?power=pets.liquidnitrogen.liquid_nitrogen&at=minion_pets
  2. I like it. It is a nice change to two powers I would normally skip and gives an Immob set up for containment. I will have to copy over to Brainstorm and test how PROCs behave since it is a ST power applied to the group.
  3. While focusing on play testing Arsenal Control in this last beta I missed the interaction of Lift with TK (yes it is in Lift's power description). I knew TK was changed into an AoE Immob toggle with a fixed repel distance. Targeting the TKed target applies Lift to the TKed group turning it into an AoE.
  4. Is this not working of you: https://midsreborn.com/
  5. Recommend giving this tool a try: https://midsreborn.com/ You can see the IOs and set bonuses available to you in game.
  6. IMO Several synergies to consider. Arsenal Control has high uptime on overlapping persistent pulsing/reapply AoE controls and several debuffs are also baked into several powers This makes it capable of carrying any secondary. Where I think Arsenal Control can benefit from its secondary/power pool is being able to apply a DoT + Smoke Canister to activate its Confuse (in its current configuration). You also want to slow movement through these patches to allow the effects to take hold so a secondary with KD or Slow helps keep enemies in patches. These characteristics make /Poison, /TA, /Traps, /Storm. and /Cold worth consideration. Since the set does have persistent pulse AoE effects that get reapplied this lends itself to pair up with more active secondaries; usually heal based secondaries are tend to be the most active but /TA and /Poison a can fall in this category as well. You can also look at it through the lens of zone control by shaping the battlespace with control effects. In situations where you have to stand your ground you can lay down an area of denial control wall. Here /Poison, /Time, /Traps, and /TA, /Dark, /Storm and /Cold come into play to add more zone control. Arsenal also has a bunch of -ToHit and Slow sprinkled through out so stacking these effects can be another approach to take when looking for a suitable pair. Again /TA, /Traps, and /Time pop up but /Storm /Dark and /Poison can meet this criteria as well.
  7. It may help get you better responses if you let readers know what your build goals are and what you are looking to improve. For one of your first runs at Mids it is a pretty good overall. I don't understand skipping Smoke Canister and taking Force Field Generator so late in the build. Take them as soon as they are available. Even with the persistent effects of Arsenal and Trap powers you'll have Endurance recovery issues with anything under Net +2EPS. It varies from build to build but that is the rule of thumb I use. You can check this by clicking "View Totals" button and looking at Net recovery under "End Use" at the bottom. On builds that have an attack chain you can also inspect powers by their endurance usage under the "Windows" ribbon menu by selecting "Power Graphs" and then select "End" or "End/Sec" (which is base on power uptime). This allows you to figure out specific slotting for problem powers. For most Controllers other than Arsenal, the AoE Immobilize powers tend to be the biggest endurance culprit without EndRedux; high uptime high endurance cost. You are over the "rule of five" cap on two set bonuses for +Rech; +10% and +7.5% (probably from the LotGs). You can check this under the "Windows" menu on the ribbon and select "Sets and Bonuses" If you are over any bonuses you'll see "Cap" in red and the offending 6th bonus will be in red as well. The goal of 33% DEF is good. Also can be checked under "View Totals" Assault is usually not worth it unless you are going for some super team build that requires it. You can swap out two of the slotting in Health for the two +Recovery PROCs for a total of +25% Recovery from both it beats the bonuses you are getting now. In Stamina I prefer the chance to Heal and chance for +End. Unlike most /Trap powers Poison Trap is very PROCable. You can swap in a +Recharge set in Tri-Cannon and swap in some PROCs into PT. Overall another pass or two I think you'll have a pretty solid build.
  8. 😉 If we were talking about /Elec I could agree on "easier to manage" which I take to mean a consistent dependable buff. The chaining is horribly less predictable and reliable to use as a means of closing the PermaPA gap. I've fired off chains standing right next to a player only to have the chain hit everyone else but me. You also have to spam it when it's up to maintain the uptime of the buff. Theoretically you could get a higher effective +Rech from /EA than the other sets mentioned but I have yet to build an Ill/EA (may set one up on Brainstorm). As far as Ill/Traps, it all boils down to how far off a build is from Perma-PA without the buff. On builds that are slightly off from being Perma-PA, it is fairly easy to set up and get the benefit of the +Rech. You don't always need the full duration of the buff, just enough to shave off that last bit of recharge for PermaPA. The activation is clunky since you have to place the bomb then activate it. The area is fairly generous though. The power has been improved from being a skipable in /Traps with its reduced cooldown. It is up every other fight if not every fight.
  9. What Debuffs are you talking about specifically? /Traps and /Elec Affinity both have +Rech but neither has -RES (at least not without PROCs). /Traps Time Bomb was improved with Temporal Bomb which now grants a stationary field of +Recharge; I think the buff value is ~+35%. /Traps also has -DEF with Acid Mortar. /Elec Affinity also has +Rech but only provides -DMG (less useful to a solo Ill/) and has -REGEN in two powers. The effective recharge value by spamming Energizing Circuit gets it within or exceeding the buff range of those other powers.
  10. It is probably an oversight and just a bug.
  11. I'm the same way. Concept is king, usually. Over time I found that just about any combo can be explained as a tech/scientific/mutant/magic ability and I just start the character as very generic avatar, I can always change the name and costume later. Limited concepts kept me away from combos that, to me, are interesting, viable, and fun. I like the oddball combos and don't really enjoy some of the very popular combos I see in game or in popular guides. Problem is fun is very subjective. What you may find fun others may not and vice versa. I think the best approach is to get in there and start playing different combos. It is trivially easy to get toons to 26+ which gives you a good sense of what the toon will play like in combination. About half of the combos I've made I've enjoyed while the other half sit on the shelf.
  12. /Time has a little bit for every primary. In terms of Debuffs you have mostly Slows (both movement and recharge) and some -ToHit. So primarily Ice/ or to a lesser degree Dark/ make good pairs for stacking those effects. +Rech is desired by all Controller Primaries. /Time also brings a degree of control to bolster up your primary. The only challenge with Ice/Time is managing END early on. If I am going to go through the trouble I much prefer Fire/Time. You'll need to fund the character for +Recovery buffs and use EndRedux in everything to avoid end crashing all the time but it can be quite effective. It really rewards aggressive positioning and gameplay. While leveling it was one of my most complimented characters and Controllers, you are a basically a walking AoE of Control on top of other effects you can use to shape the fight with. Fire/Time is my top pick.
  13. That will be hilarious if it PROCs itself.
  14. Unless you are talking about Elec Affinity you might be on the wrong subforum. Try here buddy: https://forums.homecomingservers.com/forum/21-dominator/
  15. IMO Ice/ is one of the Controller primaries that needs a build with a damage oriented pool dip and/or PROCs to boost damage if it isn't paired with a secondary capable of damage. The recent buffs helped but the set is low on damage. A few powers like Flash Freeze and Cold Snap can be PROCed out at the cost of bonus slotting opportunities but these powers are generally skipped otherwise. On an Ice/Cold (and Ice/Time) overlaying it's secondary Slow effects -Speed -Recharge elevates its overall control capability a bit but the effect doesn't prevent getting hit, it reduces the attack rate. Still not as good as hard control especially when resisted (+3/+4) but flooring movement/attack is hilarious.
  16. The Flashbang does ignite it but I have not tested the EMP. You can always swap for one of the origin powers like the Taser Dart thingy to ignite OSA as a back up.
  17. Here is a post by @Sovera that covers noobie tips for soloing at the start of the game. Also recommend reading their guide: Post: Guide:
  18. The AT was designed to be a team support class. With a few exceptions, most controllers are fairly low DPS especially early on. For early levels you basically have to work in the attacks you can purchase from the SMART vendor in the starting zones, they are free so you can pick up 3 total; I usually go two ranged and one melee. If you have the cash you can pick up the charged attacks. You'll also have to figure out how to juggle a ST control rotation between attackers until you pick up more AoE controls. You can also opt in to take the ST immob (less optimal) or pick up an attack from the power pools (prefered). If you pick up the Immob you can respec out of it earlier. Power pools have a few good options with Sorcery being popular for the Arcane bolt, Enflame, and Teleport/Flight and the Res shield. Enhancements early on are pretty weak, If you have the coin you can slot IOs so you don't have to change out so often but enhancements don't really shine until the mid game. The biggest problem I see is with endurance. You can run the DFB or DIB to get the recovery buff from the trial. Besides that you can slot 2 End mods in Stamina and if your end is really tanking slot End Redux in your attacks. I focus on maintaining fluid attacking by doing so. When you gain some more experience playing the game I also recommend Mids Reborn, it is a build tool you can export to the forums to have people look at your build. https://midsreborn.com/
  19. Someone was starting a group over on Reddit too, it may be of interest:
  20. and Elec/Kin (not necessarily for slows in this case). Depending on the build the high power uptime makes it demanding to play. Still working on making it into a melee speedster.
  21. Yes. It is similar to how you can have all player names and bars display all the time. The command has been around for a while. I think possibly even in the original game. It is a bit immersion breaking but it helps when you are moving around a map looking for spawns. There may be a slight performance hit with the setting but I haven't tested it in a while. I usually only run with the names displayed, the bars add too much clutter for my liking. Here is a full list of commands: https://homecoming.wiki/wiki/List_of_Slash_Commands
  22. Nice find and correlating this dysergy to Sleepnade. No wonder I was having problems with LN getting low to no KD.
  23. Encouraging to hear. Keep up the great work. Thank you.
  24. Clearly you understand what I am getting at and I agree with your response. I think area of denial was also the goal for the set's signature but the mechanics may not be there to support it in real gameplay. Most sets in the game have a signature/identity, it isn't limited to Control sets. I separate delivery mechanic from effect. IMO Why Symphony falls flat is it really only has one unique power, the pet with the echos. The Sleep -DMG is a nice touch but everything else is boiler plate with new eye candy. IMO despite it being a good set it isn't memorable for that reason. The one unique thing about it is the reason why some people hate the pet. One power isn't going to give this set a unique feel nor will the location based activation. Regardless people will play the set since it is gun based; you'll probably have some subset of players that won't play because it is gun based and in their mind guns aren't heroic. For this reason I recommend considering alt wrist launched and/or grenade toss animations. Smoke is close to being a great power, too much adjustment can make it OP. Sleepnade was decent when PROCable but it is just a dressed uo copy of Elec/ sleep patch with some differences. Forcing Controllers to crutch on PROCs for DPS is a subpar solution if we are going to keep Containment as is with its limited scope of triggers (Hold, Sleep. Immob, and Disorient). At this point Liquid Nitrogen is the biggest stinker in the set but hard to justify something else without being too powerful when you look at other Tier 4 powers in Control sets. I liked the Immobilize compromise just not the trigger conditions of wet. One of the earlier versions played better to my liking too. Perhaps that is the best way to approach the discussion by looking at other Tier 4s. IMO the only issue I see is Arsenal's Tier 3 is in some ways better than other Tier 3s. Comparing Tier 4s: Dark/ has a ST confuse Possess Earth/ has a Slow (-Run) and -DEF patch with Quicksand Elec/ has a spammable KD with Jolthing Chain. It can be PROCed and is basically better than a KD patch if spammed but at the cost of activation time. Fire/ has a resistable -To Hit Debuff and -Perception. Usually skipped. Gravity/ has Propel as ST DPS attack with splash KD. Ice/ has AA multiple controls and debuffs Illusion/ gets AoE hold Flash (the other sets get it as a Tier 8 Mind/ gets a ST confuse. Not so unique anymore since more sets get access to confuse; that is a good thing. Plant/ gets an AoE Sleep (not persistent) Symphony/ gets a ST confuse with Serenade. Not limited to LN patch but thinking outside the box, since the set is predominately grenade based, perhaps allowing the option to set up the control like Trip Mine or Poison Trap but at a distance and have the effect activate when an enemy is in proximity. Since we are talking about controls either disallow multiple instances, disallow stacking from the same player or adjust the numbers to allow overlap of multiple instances. The last option pigeonholes folks into +recharge to compete. 🤷‍♂️ Wish we had more time to hammer this one out. Still excited to see a new Control Set. I am hopeful something will get worked out. Edit: Maybe have LN start as an Immob and decay into a Slow patch. As an AoD power I liked the version that had the higher KD chances I think it was an Ice Slick clone that was used. I really don't think this will fix anything.
×
×
  • Create New...