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Everything posted by Zepp
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Change +Max Health into Absorb (and add more Absorb powers)
Zepp replied to Alchemystic's topic in Suggestions & Feedback
I tend to prefer efficacy over perceived efficacy... So I am on keeping the +HP side... -
I think "fixing" trick arrow and traps needs to be done very carefully. These two sets are non-traditional support sets, and it may be that they are being assessed by people who want them to be more like traditional support sets rather than being treated as their own sets. Force Field and Sonic, as well, fill a specific gap. The issue with these is not that they are not performing well, but that their function is minimized because of incarnates. They could use more self-buffing and some more variety, but they perform very well pre-incarnate. I'm actually surprised that the heal sets are so low on people's priority lists. Perhaps that is because even though they provide less support than FF & Sonic, you can see them working.
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@Redlynne You make a good point about the 12% of scrappers that currently take confront. I was talking about what I thought would be best, not what I thought was the most viable path forward. Second, I think set-specific procs -end for elec, DoT for fire, - recharge for ice, +momentum for Titan, etc. would add flavor and utility. In terms of my pointing out about existing and proposed closers, I was just stating the chance for things in certain fringe builds to get out of hand. This may be especially problematic for PvP. I was suggesting some issues which may occur, not assuming or opposing the proposal.
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I was thinking about the charge mechanic being proposed to replace confront. First, I don't think it needs a taunt as Scrappers should remain on the DpS side of the DpS/Tank divide. I agree that most versions should not have damage, having a set-specific proc instead. There are two issues I have. First, Elec and Savage already have something like this. Would they end up with two closers or get a different power? Second, in a TP revamp thread two of the proposed powers (a short range TP with +Def, and a chain TP attack). Would this step on too many toes? Also, Elec/Shield with the TP and jump pools could end up with six charge mechanic powers?
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I play a version similar to this, but I made it more team friendly (there are a lot of people in HC that do not like KB, and so to be kind to the ignant I actually use a lot of KB2KD).
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Trying to keep with the spirit of the OP's build, I put together a build with perma-Hasten, Perma-PA, and flight-cap Hover. This should provide the sources you need for Creative Chaos. Try to keep your PA focused on one target through positioning and herding with Hurricane. Ice Storm should bump your end-game DpS up significantly, although you will still be relying on pets and pseud-pets. I haven't put in an Alpha yet, but Musculature Core may be the best path now that you don't need incarnates to hit Perma-PA. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Ill/SS Solo: Level 50 Mutation Controller Primary Power Set: Illusion Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Ancillary Pool: Ice Mastery Hero Profile: Level 1: Blind -- BslGaz-Slow%(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Rchg/Hold(5), SprOvrPrs-Rchg/Energy Font(5) Level 1: Gale -- Ann-ResDeb%(A) Level 2: Spectral Wounds -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Dmg/Rchg(9), Dcm-Acc/Dmg(11) Level 4: Deceive -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(11), CrcPrs-Acc/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Conf/Rchg(15), CrcPrs-Conf(15) Level 6: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), ShlWal-ResDam/Re TP(17), Rct-ResDam%(19), BlsoftheZ-Travel(23), BlsoftheZ-Travel/EndRdx(31) Level 8: Superior Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17) Level 10: Boxing -- PndSlg-Stun%(A) Level 12: Tough -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(25), GldArm-3defTpProc(37), StdPrt-ResDam/Def+(45) Level 14: Group Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(19) Level 16: Freezing Rain -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(45), PstBls-Dmg/Rng(46), PstBls-Dmg/Rchg(46), PstBls-Dmg/EndRdx(46) Level 18: Phantom Army -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(25), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), SlbAll-Acc/Dmg/Rchg(36), SlbAll-Dmg/Rchg(36) Level 20: Hurricane -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitDeb/EndRdx(21), DarWtcDsp-ToHitdeb/Rchg/EndRdx(21), DarWtcDsp-ToHitDeb(23) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31) Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40) Level 26: Spectral Terror -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-ToHitDeb/Rchg(27), DarWtcDsp-ToHitDeb/EndRdx(29) Level 28: Thunder Clap -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-EndRdx/Rchg(33), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(34) Level 30: Flash -- BslGaz-Slow%(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Rchg/Hold(43) Level 32: Phantasm -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(36), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-Acc/Rchg(37) Level 35: Tornado -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-Acc/Rchg(42), ExpRnf-Dmg/EndRdx(43) Level 38: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/EndRdx(39), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Dmg/Rchg(40) Level 41: Ice Blast -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(50) Level 44: Frozen Armor -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(45) Level 47: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 1: Brawl -- PndSlg-Stun%(A) Level 1: Containment Level 1: Prestige Power Dash -- HO:Micro(A) Level 1: Prestige Power Slide -- HO:Micro(A) Level 1: Prestige Power Quick -- HO:Micro(A) Level 1: Prestige Power Rush -- HO:Micro(A) Level 1: Prestige Power Surge -- HO:Micro(A) Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(42) ------------
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Illusion/Rad Seems Weak for Pet Damage (Build Advice Pls)
Zepp replied to Moirior's topic in Controller
I wouldn't drop GI, making sure you hit Phantasm with it before battle reduces its threat level. -
Just to clarify, looking at Ill/SS damaging powers Spectral Wounds - Single Target Blind - Single Target Phantom Army - Single Target Phantasm - mainly Single Target (although does have a narrow cone) Gale - Cone (but minimal damage) Freezing Rain - AoE Patch Tornado - AoE-ish Lightning Storm - Single Target Just to clarify, most Ill/SS damage is single target. Spectral Wounds, Phantom Army, and Phantasm deal illusory damage - meaning it disappears if the enemy is not defeated. Clustering may help Freezing Rain and Tornado (for tight clustering with a KB-KD proc), but it reduces the focus of PA and Phantasm meaning you lose illusory damage. Because SS allows for the spreading of mobs you can get better focus from your PA, Phantasm, Phantasm Decoy, and SW allowing you to defeat enemies before they recover from illusory damage. This means that this combination allows Illusion Control to deal more actual damage than it does with other secondaries. That is why I stated that it is synergistic. Furthermore, Illusion Control's primary method of "control" is aggro control. The PA generate aggro while SI and GI reduce personal threat by 400% and team/Phantasm threat by 200%. This means that the Ill/SS Troller can manage aggro while offering high damage. This works on AVs and GMs as well. If you are working with a team then you can use SM and GI to get 200% threat reduction for yourself and your team while offering better defense and resistance. The sets act very differently from other sets in the game and so they need a different mindset. That being said, it is a great single target damage combo with great synergy.
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Just a couple ideas off the top of my head. For solo, Superior Invisibility is a better choice than Steamy Mist. The primary reason for this is that Superior Invisibility gives you -200% threat level. This combined with Group Invisibility (yes, GI stacks with any other concealment power), will drop your threat level by 400% (and Phantasm's threat level by 200%), meaning that enemies will stay focused on your Phantom Army. It would be ideal to increase your global recharge a tad in order to get PA to perma. The FF procs may help, but there are issues. First, the Nado and Lightning Storm procs will only have a chance to help you on summoning, (they may proc on the pseudopets themselves, but that will not increase the pseudopets' damage sufficiently to make them worthwhile). Hurricane will be good for an extra 10%ish recharge, but that comes at a high endurance cost. A couple of other things. O2 boost is basically useless solo, and you lose the bonuses from the slot if you don't use it. Solo, you can only use it to target your Phantasm, and it is generally easier to let Phantasm fight to the death and re-summon than to heal with O2 boost. Your endurance drain is insane, you won't be able to keep your defense going. As such, Tough, Maneuvers, Frozen Armor, and Hurricane will likely need to be toggled off 90% of the time. If you truly intend to solo, drop KB to KD procs (they make the build less effective). Also, you can get Hover flight speed to cap (same cap as fly) with a little effort. Hover has better control, meaning that it will allow you a better flight experience. Hurricane with 4-slot Dark Watcher's Despair and Intuition Radial can get you a -51% ToHit at reasonable Endurance Cost. Spectral Terror as well can be slotted with -ToHit, which will help survivability. Grabbing Thunder Clap would allow you to move your Will set there and grab the 7.5% recharge from Basilisk's on Flash. Your proctastic slotting of Tornado is intriguing, but Energy Font will only spawn on initial cast, Chance for Immobilize & KB2KD will work against synergy for soloing, and the Recharge proc won't help you except on initial casting. It is better to slot Decimation. Freezing Rain could use some damage slotting, and again, if you are soloing, you don't need immobilize for this combo. Just some thoughts...
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Actually, because of AoE damage, it is an exceptionally synergistic set. The use of fear and kb with -400 threat level allows you to keep large groups of enemies occupied while minimizing enemy attacks. It is a great single-target damage set. Furthermore, /storm is a popular choice for AV/GM soloing because hurricane can basically minimize enemy to-hit. Combine that with high-damage single-target pseudopets (nado and LS) that are extra-efficient at damage against KB-resistant enemies, and you have the best single target solo support set in the game.
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Shield Defence for Sentinels+Shield Toss primary
Zepp replied to Gobbledigook's topic in Suggestions & Feedback
I think the issue with porting is that almost all blast sets have two armed animations that would require addressing. -
Because of caps and the way pool powers are designed, I find myself using Scrappers for Defense-oriented or layered secondaries while I find Brutes are better for Resist-oriented secondaries. That being said, I think Scrappers are in a fairly good spot atm and the only problems they have are that two of their eighteen power choices are wasteful. Confront and the T9 armor powers are very rarely taken. The discussion here about making confront a TP+something power is interesting (and could be customized per set). I also feel that the melee/armor spectrum can sometimes get cloudy - Stalker (highest damage in theory, more spiky damage, mainly single target, strong aggro reduction, lowest protections), Scrapper (second highest damage, more sustained than spike, about half AoE, moderate protections), Brute (moderate damage, more sustainy damage, about half AoE, strong aggro production, strong protections), Tank (least damage, sustained, about half AoE, strongest aggro production, strongest protections). That being said, I don't see any way to really add distance/distinction on the spectrum as it currently stands.
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Brainstorming session: How do we fix the Teleport pool?
Zepp replied to Menelruin's topic in Suggestions & Feedback
Thanks for the call-out. The most thorough discussion on this pool is here: and the suggestions are curated and compiled in this post: T2: Tactical Teleport: Short range 30' Teleport with a 30s unstackable defense buff (similar level to combat jumping) and Teleport resistance. T3: Teleport: 3-5 endurance per TP, 6s hover after TP cancelled by movement. T4: Long-Range Teleport: Basically no change. T5: Teleport Assault: Chain attack. I think this sounds reasonable, and it allows people to continue to have access to all current powers with the same current requirements. It also addresses both the need for a defensive and more clearly offensive power. It is not overpowered, but each power could be reasonably desirable. As always, I'm open for discussion about these ideas, but I would definitely be happy if something like this was the end result of the rework. I would, however, like to add a suggestion to LRTP: using this power creates a pseudo-pet for 10s; allies who interact with the pseudo-pet can follow you to the targeted zone. -
Two previous threads on this topic: and Also, I suggested that standardizing requirements may be helpful: In terms of the OP question, what should Pool Powers be. I think that they should be universally accessible powers that are slightly below primary/secondary power levels but still useful. Pool attacks are generally the biggest issue, as they are much lower DpA than primary/secondary powers while also being a highly resisted damage type. They could definitely be given a leg up to make them non-optimal yet viable options. If you take my standardization suggestion and adjust DpA on Pool attacks by 5-10% then the rest of the adjustments are set-specific.
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Make overpaying on the market place fixable.
Zepp replied to Saarthalian2's topic in Suggestions & Feedback
So long as you can mute it, I'd be fine with a prompt... -
Incarnate Powers - Lore and Judgement rework
Zepp replied to krj12's topic in Suggestions & Feedback
Very good suggestions, so long as they stay on par with current incarnate. That means they would also need to decrease cast time to maintain similar DpA. -
Make overpaying on the market place fixable.
Zepp replied to Saarthalian2's topic in Suggestions & Feedback
I overpaid thrice on live but haven't had the issue on HC yet. However, I also use the market more than most. All my toons have at least 2mil (including my level 2). Getting cash is not tough. That being said, I don't think this is a hardware or software issue, this is a wetware issue (aka pebcak). As such a wetware solution is probably the only realistic solution. I understand that not everyone lives in countries with reasonably priced 5-10 Gbps internet options. The US is an example of a country that is far behind the curve on internet access. That being said, nobody is immune from blunders. Don't enter a land war in Asia, don't trust a Sicilian when death is on the line, and check twice, thrice, or frice before bidding on CoX. -
Was playing with builds... It seems absurdly easy to hit Afterburner cap with Hover on Bio...
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This was my exact thought when I started reading this thread. While I don't think the idea of having a secondary effect associated with sleep is a bad idea, I think having it take effect on getting awoken may not be useful. I would suggest, rather, that just as Fear took its cue from Dark (-ToHit), Sleep should take its cue from Earth (-Def). This could make the powers useful in teams, and they wouldn't necessarily need to be reduced in duration. This ideas seems like a good one. It works well for solo as well as group and doesn't break solo viability. It would also not require a major amount of programming or be a justification for decreasing sleep durations.
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A couple things. Group Invisibility does stack with either Superior Invisibility or Steamy Mist, may want to consider it. Also, Superior Invisibility is a better option for skipping to the end of maps (if you intend to do this). Furthermore, both SI and GI have threat level reduction which is very useful when soloing. As Coyote mentioned, Hurricane is a good power for turning the tide. The debuff in it is quite potent, and it can also be used (if done properly) to herd. In fact, if slotted for -ToHit debuffs, the combination of Spooky and Hurricane can make even the most accurate mob shoot like a stormtrooper. Also, if you can find two slots for Blessings of the Zephyr in Hover, you can get rid of Fly and still have max fly speed, opening up a power slot.
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I like the energy font proc, it is the only one I slot from that set...
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This is an interesting idea, but I would prefer one set rather than two (to keep things from getting out of hand. D/R enhancement D/R/Endurance enhancement Endurance/Recharge enhancement D/R/Recharge enhancement D/R/Endurance/Recharge enhancement Recharge/Chance for AoE Heal when struck Set bonuses 2- 4% Recovery 3- 16% Regen 4- 3.75% Endurance Cost reduction 5- 7.5% Mez Resists 6- +3% to all Defenses +5% to all Resists
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Generally the ATOs are good. For Trollers & Doms I generally five to six slot the Will/Ascendancy and get only the pseudopet from the other set. For Masterminds I tend to Frankenslot with two of each ATO and two Soulbound as the two piece set bonuses from those sets are so good. For Sentinels I generally do three sets of two for Opportunity and two sets of three for Ward to cover for the decreased range (which also is useful for TP). For Corruptors & Fenders I sometimes split the set with 10% recharge in two, but often just six slot both sets. For Widows I generally five slot Dominion and three slot Spider's because the higher set bonuses aren't valuable enough. For Blasters, Brutes, Kheldians, Scrappers, Soldiers, Stalkers, & Tankers I five to six slot both sets. Trollers & Doms could use some love for their weaker set (and maybe some damage support). Masterminds and Sentinels could use some better downstream bonuses to make sacrificing the duplication of two or piece bonuses worthwhile. Widows could use some adjustments to the six piece bonus for Dominion and four through six piece bonuses for Spider because they are not that useful on Widows. That being said, they are functional and don't actually need to be fixed. Just saying they could be better.
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Just for the record. It would never be ethical to return slaves to the people who claim to be their masters. Ethics are based on reason, and reason does not change.