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Everything posted by MoonSheep
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none of that is required though - poison is powerful but yes it is in glass cannon territory. i generally only play on teams and i find just carrying a few wakies and purple insps is a simple fix. let someone take the alpha and then hop in to cause chaos
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@tidge check this guide out if useful (may also be helpful to other readers). i used it years ago when building my first poison and found it a great source of information
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you don’t have to invest in any pool powers, you click the PbAoE toggle and it automatically debuffs enemies within 15ft every 0.5s it’s also the second most powerful debuff power in the set by numbers and the overall most impactful power in poison as a whole as it debuffs multiple enemies at a time, e.g it will give the entire mob -25% res (for equal levels), with the ST debuff giving the boss -40% res for a total of -65%. not picking venomous gas would be like not picking up fulcrum shift from kinetics - it’s the signature dish of Chateau Poison
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is toxic common as a damage type other than low level vahz and high level arachnos?
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adding further response to @Bleak Sun’s post on live, many purple IOs would cost 200-400m, thesedays the general price is 15-20M rare items like LoTG +Rech, Miracle +Recovery were generally between 40-60M each. thesedays they are an average of 8 million rare salvage also used to often be a few million each, thesedays it’s around 500k across the board, items on homecoming are around 10% of what they used to cost on live
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i'm sure there's room for a few more! i'd suggest having a go on the test server. when a boss has -65% res from envenom and venomous gas, the procs hit with a good amount of damage. char and greater fire sword having 9 procs between them with a combined animation of 2.44 seconds really lays out some good damage, followed by blaze and blazing bolt both having 1s animations it's great for teams when someone also has a -res power. add a kin and you're truly cooking with gas
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here's what i'm currently using. i prefer min/max builds with a lot of insps for speed runs rather than roleplay or iron man challenges that build for defense etc, i appreciate it's not everyones cup of tea i expect there's some further opportunities for optimisation, the focus is mostly on maximum damage output through the debuff + proc combo POISON FIRE 2025 - Hero Defender Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: PoisonSecondary powerset: Fire BlastPool powerset (#1): LeapingPool powerset (#2): LeadershipPool powerset (#3): TeleportationPool powerset (#4): SpeedEpic powerset: Fire Mastery ────────────────────────────── Powers taken: Level 1: Envenom A: Achilles' Heel: Chance for Res Debuff7: Touch of Lady Grey: Chance for Negative Damage19: Lysosome Exposure34: Lysosome Exposure37: Lysosome Exposure Level 1: Fire Blast A: Decimation: Accuracy/Damage3: Decimation: Damage/Endurance3: Decimation: Damage/Recharge5: Decimation: Accuracy/Endurance/Recharge5: Decimation: Accuracy/Damage/Recharge Level 2: Weaken A: Siphon Insight: ToHit Debuff7: Siphon Insight: Accuracy/Endurance/Recharge34: Siphon Insight: Accuracy/ToHit Debuff34: Siphon Insight: Accuracy/Recharge Level 4: Super Jump A: Blessing of the Zephyr: Knockback Reduction (4 points) Level 6: Fire Ball A: Annihilation: Chance for Res Debuff11: Positron's Blast: Chance of Damage(Energy)11: Javelin Volley: Chance of Damage(Lethal)17: Bombardment: Chance for Fire Damage17: Ragnarok: Damage19: Nucleolus Exposure Level 8: Alkaloid A: Panacea: Heal/Endurance9: Panacea: Heal Level 10: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 12: Elixir of Life A: Steadfast Protection: Knockback Protection15: Gladiator's Armor: TP Protection +3% Def (All)21: Unbreakable Guard: +Max HP21: Invention: Recharge Reduction Level 14: Assault A: Invention: Endurance Reduction Level 16: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 18: Vengeance A: Luck of the Gambler: Defense/Increased Global Recharge Speed45: Luck of the Gambler: Defense/Recharge46: Shield Wall: +Res (Teleportation), +5% Res (All) Level 20: Aim A: Invention: Recharge Reduction36: Invention: Recharge Reduction40: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 22: Poison Trap A: Fury of the Gladiator: Chance for Res Debuff23: Neuronic Shutdown: Chance of Damage(Psionic)23: Obliteration: Chance for Smashing Damage33: Scirocco's Dervish: Chance of Damage(Lethal)33: Ghost Widow's Embrace: Chance of Damage(Psionic)33: Eradication: Chance for Energy Damage Level 24: Blaze A: Apocalypse: Chance of Damage(Negative)25: Apocalypse: Damage/Endurance25: Apocalypse: Damage27: Apocalypse: Damage/Recharge/Accuracy27: Apocalypse: Recharge/Accuracy29: Gladiator's Javelin: Chance of Damage(Toxic) Level 26: Venomous Gas A: Enzyme Exposure29: Enzyme Exposure31: Achilles' Heel: Chance for Res Debuff40: Touch of Lady Grey: Chance for Negative Damage Level 28: Blazing Bolt A: Superior Vigilant Assault: Accuracy/Damage40: Superior Vigilant Assault: Accuracy/Damage/Endurance42: Superior Vigilant Assault: Damage/Endurance/RechargeTime43: Decimation: Chance of Build Up43: Sting of the Manticore: Chance of Damage(Toxic)43: Gladiator's Javelin: Chance of Damage(Toxic) Level 30: Inferno A: Armageddon: Chance for Fire Damage31: Armageddon: Damage/Recharge31: Armageddon: Damage42: Eradication: Chance for Energy Damage45: Scirocco's Dervish: Chance of Damage(Lethal)45: Obliteration: Chance for Smashing Damage Level 32: Teleport Target A: Blessing of the Zephyr: Knockback Reduction (4 points) Level 35: Char A: Unbreakable Constraint: Chance for Smashing Damage36: Ghost Widow's Embrace: Chance of Damage(Psionic)36: Neuronic Shutdown: Chance of Damage(Psionic)37: Gladiator's Net: Chance of Damage(Lethal)37: Gladiator's Javelin: Chance of Damage(Toxic)39: Invention: Accuracy Level 38: Fire Shield A: Titanium Coating: Resistance39: Titanium Coating: Resistance/Endurance39: Titanium Coating: Resistance/Recharge42: Titanium Coating: Endurance/Recharge50: Steadfast Protection: Resistance/+Def 3% Level 41: Teleport A: Invention: Range Level 44: Fold Space A: Invention: Accuracy46: Invention: Recharge Reduction46: Invention: Recharge Reduction Level 47: Greater Fire Sword A: Hecatomb: Chance of Damage(Negative)48: Mako's Bite: Chance of Damage(Lethal)48: Touch of Death: Chance of Damage(Negative)48: Gladiator's Strike: Chance for Smashing Damage50: Hecatomb: Damage50: Nucleolus Exposure Level 49: Rise of the Phoenix A: Invention: Recharge Reduction ────────────────────────────── Inherents: Level 1: Vigilance Level 1: Brawl (Empty) Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift (Empty) Level 1: Hurdle (Empty) Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery13: Panacea: +Hit Points/Endurance15: Miracle: +Recovery Level 1: Stamina A: Performance Shifter: Chance for +End9: 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i have a poison/fire/fire def and load the longer recharge damage powers with procs. e.g char has 5 damage procs which turns it into a delete button. most others have 3-4, it can really churn out the damage figures on enemies which are debuffed i also rarely solo, so someone else tends to take the alpha
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- it’s best on defenders due to the stronger debuff values. i wouldn’t play it on other sets - the heal is fine, i don’t want people to live, more opportunities for tasty veng - the debuff values are very nice - this then is complimented nicely by damage procs - this is the overall synergy of the set, debuffs + damage procs = yey - venomous gas is one of the best debuffs in the game. 15ft radius, 0.5s tick rate. minus res, def, damage and to hit. godly. - poison can quickly get an AV to -95% damage, very nice - inspirations exist, use them to stay alive
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i think -res powers cast onto the fire increases the output of the fire extinguishers. would need to confirm, it has been a while since i’ve done it
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hey wu, i have the same combo and have enjoyed it for many years the build looks mostly fine and it would be fun to play, but it massively under-utilises the -res benefits of poison by not tilting towards procs in summary: the huge -res of poison means powers which have long recharges of 15s or more should be loaded up for procs. e.g your build doesn't include the highest damaging power in the poison/fire/fire combo - char! it can be slotted nicely for 5 damage procs and 1 accuracy, it's a very heavy hitter - as is greater fire sword. the build is sub optimal without these slotted up nicely for procs have a look at the bits linked in this post for guidance on procs: and for poison in general:
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wuss i say: merge those servers! at random times, without notice, in different directions also: start changing the size of maps gradually without telling people make atlas park a little bit smaller each week during maintenance until we’re all crammed together like a nightclub and add 200 feet to steel canyon every month so it’s 3 miles long
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certainly won’t fit through the underground itrial caves with an 11 gallon hat
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i would make a game where things are more expens.. no wait nevermind @Troo
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oh right - i’d say it’s definitely possible to have a fairly procced out build and still have reasonable defenses i have been thinking about building an insp-less alt for many years but i just can’t quit those crunchy, delicious inspirations. mmmm mmm, so moreish
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the friends and extended network i play with with only use inspirations as the mechanism to survive, no building for defense other than the uniques and mastery shield when min/maxing, IOs with +defense properties (and to that matter, ATs where half the powerset are irrelevant shield powers) are inefficient and can be better replaced with insps, allowing the slots to be used for procs. an entire build crafted for 45% def can be replaced by a single inspiration my AH is always stocked with T3 and T4 bids for def, damage and heal inspirations along with Ultimate insps. before each mission i’ll fill my insp tray with them and have a few T4’s in my email if things are spicier than expected. if we schedule to do a weekend evening of speed runs we’ll place hundreds of bids during the week for insps to prepare as @Lunar Ronin says, some people may find it boring - and for general content it often is. for speed runs it’s the base standard
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i had this alt on live haha, a sonic resonance/archery defender. it was rather average but not truly awful, +res buffs still had a use back then. nowdays it would be definitely mediocre i have a low view of MMs, so picking the underperforming combo recommended in this thread will likely give you the amusement you’re after minion mastermind pets die after someone gives them a menacing look, the second rank pets live long enough to show the enemy where you’re standing and the third tier pets cast long winded animations over in the corner at an underling whilst your alt is having its skull caved in by the rest of the mob
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Thinking about a Mind/Fire Dominator. Ive never played Mind ever.. Tips?
MoonSheep replied to Heatstroke's topic in Dominator
Chapter 1: In the beginning, there was a big bang.. -
Thinking about a Mind/Fire Dominator. Ive never played Mind ever.. Tips?
MoonSheep replied to Heatstroke's topic in Dominator
Here's some thoughts and a guide to the Mind/Fire powers. I've played mine for around 8-9 years, a combination of HC and Live There's a lot to say about this combination which I'll articulate in bullet point form. Much of this is personal opinion and I almost entirely play in teams, so please do salt to taste! One of the best: Mind/Fire is perhaps the most potent dominator combination in the game and one the most powerful alts across all archetypes. It combines huge mez with massive damage BigBoi damage: Regarding massive damage, it's a fairly single-target-heavy damage dealer. Through my experience I have found it's best to lean in to this rather than trying to make the alt into an AoE specialist and instead focus on mezzing and destroying the harder enemies in a group. Other team members will quickly remove minions and luts Effective from far away: It's almost entirely ranged, this will help with survival, but I don't believe in 'ranged' or 'melee' characters. Buffs are often where the melee characters are, I tend to follow the aggro taker into mobs after the alpha has occured - This allows some helpful applications of Incincerate too Embrace your squishyness: In my view it's not worth building this for defense beyond the mastery shield and the +Def and +Res IOs. A mezzed enemy deals no damage and there's a lot of advantages starting a battle at range. The alt really flourishes when allowed to shine to its potential. Inspirations exist for 'oh no' moments along with the multiple, powerful AoE control powers Use the powers at the right time! Mind/fire is a controller and a blaster. There will be teams and situations where mez is not really needed and instead you'll primarily be a blaster. There will also be times where application of mez powers allows the team to stay alive or make good progress, such as mezzing Paragon Protectors before they pop their T9 powers. Knowing when to use the powers is part of the fun dual-aspect nature of the dominator. Look for the most challenging enemies to mez first, or if they cast buffs or debuffs, confuse them instead and so on Mastery powers: I haven't covered this in the below guide as they're all fairly average since the rework. People like Fire Ball from fire mastery as it has reasonable AoE damage. Sleet in ice mastery used to be the S tier choice but now only casts -22.5% res after changes a few years ago. It's probably still the optimum choice in my view. In my current build I have Mace Mastery. Poisonous Ray procs very reliably, giving a total of -40% res to single targets. A perfect combo as the focus of a mind/fire dom is generally harder, single target enemies Mind Control Levitate, Ranged, Light DMG(Smash), Foe Knock Up ⭐⭐ It's a cool animation and fun to cast on lvl 1's when you're lvl 50, but it's fairly forgettable. The animation time is quite long, the damage isn't overly impressively and the damage type (smashing) is not overly unique Mezmerise, Ranged, Light DMG(Psionic), Foe Deep Sleep ⭐⭐⭐⭐ This is worth taking and slotting as a reasonably effective single target psi ST attack. I find it's useful against enemies like Cylops' on ITFs which pop invul Dominate, Ranged, Light DMG(Psionic), Foe Hold⭐⭐⭐⭐⭐ A fast casting ST hold, very worthwhile to have and one of the core powers of the set Confuse, Ranged, Target Confuse ⭐⭐⭐⭐⭐ The bread and butter of the mind control set. Having a fast recharging hold and a confuse is one of the great benefits of mind control. Even without domination at the low levels, being able to mez several trouble makers without causing aggro is very helpful. At higher levels, the confuse recharges quick enough to confuse AV's even through purple triangles of doom, the crystal titan in the Eden trial can also be perma confused. You'll also experience the game in a whole new way - Finding enemies which give you buffs when confused like rikti guardians and forcefield generators is great fun. This, combined with mass confusion now having dynamic recharge is a winning combo Mass Hypnosis, Ranged (Targeted AoE), Foe Deep Sleep ⭐⭐⭐⭐ Often overlooked, but a useful power. At low levels I use this frequently on Posi TF's to avoid other mobs being aggroed. With the new deep sleep mechanic, it has become even more useful Telekinesis, Toggle: Ranged (Targeted AoE), Foe Immobilize, Trawl⭐⭐⭐ It has been updated and now has a helpful trawl mechanic. It's useful and takes a bit of practice to get right, it's fun to have but isn't a defining power. Fit it into your build just for the fun if you have room Total Domination, Ranged (Targeted AoE), Foe Hold⭐⭐⭐⭐⭐An AoE hold, does exactly what it says on the tin. This, combined with the other AoE mez powers in mind allows you to quickly change the outcome of a tricky situation Terrify, Ranged (Cone), Light DMG(Psionic), Foe Fear ⭐⭐⭐⭐ A reasonably fast recharging, fairly useful terrify power. It's useful when solo, on teams the terror effect gets disrupted a bit Mass Confusion, Ranged (Targeted AoE), Foe Confuse ⭐⭐⭐⭐⭐ One of the most powerful confuse powers in the game. For challenging mobs this is a fantastic opener and creates and instant mosh pit. Now that powers have dynamic recharge, stacking this with the single target confuse makes it a great power Fiery Assault Flares, Ranged, Light DMG(Fire) ⭐ The damage of flared is very insignificant, it's not worth wasting a power choice on it Incinerate, Melee, High DoT(Fire) ⭐⭐⭐⭐ The only melee power in a typical build, but still worth taking. At lower levels it's great to have as a strong attack. At high levels, you'll often be in melee range anyway and it can be a good opener to soften bosses Fire Breath, Close (Cone), Moderate DoT(Fire) ⭐⭐⭐⭐ Mind/Fire as a combination is fairly single target heavy. Fire breath is good to have at the low levels and provides some AoE damage throughout the level range combined with terrify Fire Blast, Ranged, High DMG(Fire) ⭐⭐⭐⭐⭐ The damage is higher than the Blaster version and has a short 1.2s cast time, a staple part of the fire assault attack chain Embrace of fire, Self +DMG ⭐⭐⭐⭐⭐ Like build up, but better! A +85% damage buff to fire damage for 30 seconds (and slightly less for 10 seconds to all other damage types). Embrace of fire is one of the great powers of fire assault. Dominators generally have high amounts of recharge to make use of perma domination, meaning this often has just a 15 second downtime, nice Combustion, PBAoE, Moderate DoT(Fire) ⭐⭐ Combustion's damage is fairly average for a PbAoE, however the 3 second animation time makes it a generally poor choice for such a fast moving primary and secondary. Perhaps useful at the lower levels and has a 17s recharge time making it a good proc candidate, but not a power I've been able to love in the 8 years I've played a mind/fire Consume, PBAoE DMG(Fire), Self +End ⭐⭐⭐ It's fairly useful but has a long recharge time. There are moments where domination is far away from recharging, filling up the endurance bar and consume can fill that gap nicely Blazing Bolt, Sniper, Extreme DMG(Fire) ⭐⭐⭐⭐⭐ Now the intensity is ramping up, this is part 1 of fire assault's incredible 1-2 combo. With quick snipe this casts in around a second and has impressive damage. Blaze, Ranged, Superior DMG(Fire) ⭐⭐⭐⭐⭐ Part 2 of fire assault's 1-2 combo. A hall of fame power for City of Heroes. Another heavy hitting, 1 second cast time attack, slightly less damaging than blazing bolt. Fire Blast, Blazing Bolt and Blaze with embrace of fire active is a near an unbeatable barrage of damage cast over just 3 seconds Build The build is fairly uninspiring in reflection to complex dynamics in other archetypes or combinations. The focus is on: High recharge to achieve perma domination even if hasten isn't clicked. This is a lovely quality of life achievement so that you're not always needing to juggle Hasten and Domination. Having it drop after a mission can be quite frustrating Contagious confusion in the ST confuse power is perhaps one of the few IO choices to view as a mandatory or must-have slotting. It expands the ST nature out into more of an AoE power It has Leadership for no apparent reason. I find veng fits well with a mind/fire dom due to the situations it'll experience - End game, gnarly situations where everything is being overrun. Once someone dies, mashing several AoE mez powers and then veng usually saves the day and makes things fairly calm I went with Intuition Radial Paragon for incarnate Alpha. It's a good blend of damage (+33%) but also some useful added range (+20%). I'll format this in a more glamourous way soon. It has some improvement opportunities too, e.g. a damage proc can be placed in Blazing Bolt and Fire Breath Mind Fire Dominator Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: Mind Control Secondary powerset: Fiery Assault Pool powerset (#1): Leaping Pool powerset (#2): Speed Pool powerset (#3): Leadership Pool powerset (#4): Teleportation Epic powerset: Ice Mastery ────────────────────────────── Powers taken: Level 1: Mesmerize A: Decimation: Accuracy/Damage 3: Decimation: Damage/Recharge 3: Decimation: Damage/Endurance 5: Decimation: Accuracy/Endurance/Recharge 5: Decimation: Accuracy/Damage/Recharge Level 1: Incinerate A: Hecatomb: Chance of Damage(Negative) 7: Hecatomb: Damage/Endurance 7: Hecatomb: Damage 9: Hecatomb: Damage/Recharge/Accuracy 9: Hecatomb: Recharge/Accuracy Level 2: Dominate A: Superior Ascendency of the Dominator: Recharge/Chance for +Damage 11: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance/Recharge 11: Superior Ascendency of the Dominator: Accuracy/Control Duration 13: Superior Ascendency of the Dominator: Control Duration/Recharge 13: Superior Ascendency of the Dominator: Accuracy/Control Duration/Endurance 50: Unbreakable Constraint: Chance for Smashing Damage Level 4: Super Jump A: Unbounded Leap: +Stealth Level 6: Confuse A: Coercive Persuasion : Contagious Confusion 15: Coercive Persuasion : Confused/Endurance 15: Coercive Persuasion : Confused/Recharge 17: Coercive Persuasion : Confused/Recharge/Accuracy 17: Coercive Persuasion : Recharge/Accuracy Level 8: Fire Breath A: Positron's Blast: Accuracy/Damage 39: Positron's Blast: Damage/Endurance 40: Positron's Blast: Damage/Recharge 40: Positron's Blast: Damage/Range 40: Positron's Blast: Accuracy/Damage/Endurance Level 10: Fire Blast A: Decimation: Accuracy/Damage 37: Decimation: Damage/Endurance 39: Decimation: Damage/Recharge 39: Decimation: Accuracy/Endurance/Recharge 42: Decimation: Accuracy/Damage/Recharge Level 12: Telekinesis A: Invention: Recharge Reduction 50: Invention: Recharge Reduction Level 14: Mass Hypnosis A: Fortunata Hypnosis: Sleep/Recharge 36: Fortunata Hypnosis: Sleep/Recharge/Accuracy 36: Fortunata Hypnosis: Recharge/Accuracy 37: Fortunata Hypnosis: Sleep/Endurance 37: Fortunata Hypnosis: Chance for Placate Level 16: Embrace of Fire A: Invention: Recharge Reduction 50: Invention: Recharge Reduction Level 18: Total Domination A: Basilisk's Gaze: Accuracy/Hold 19: Basilisk's Gaze: Accuracy/Recharge 19: Basilisk's Gaze: Recharge/Hold 21: Basilisk's Gaze: Accuracy/Endurance/Recharge/Hold 21: Invention: Recharge Reduction Level 20: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed 46: Kismet: Accuracy +6% Level 22: Terrify A: Glimpse of the Abyss: Accuracy/Recharge 23: Glimpse of the Abyss: Accuracy/Endurance 23: Glimpse of the Abyss: Fear/Range 25: Glimpse of the Abyss: Accuracy/Fear/Recharge 25: Glimpse of the Abyss: Chance of Damage(Psionic) Level 24: Hasten A: Invention: Recharge Reduction 45: Invention: Recharge Reduction Level 26: Mass Confusion A: Malaise's Illusions: Accuracy/Recharge 27: Malaise's Illusions: Endurance/Confused 27: Malaise's Illusions: Accuracy/Endurance 29: Malaise's Illusions: Confused/Range 29: Malaise's Illusions: Accuracy/Confused/Recharge 31: Invention: Recharge Reduction Level 28: Blazing Bolt A: Sting of the Manticore: Accuracy/Damage 31: Sting of the Manticore: Damage/Endurance 31: Sting of the Manticore: Accuracy/Interrupt/Range 33: Sting of the Manticore: Damage/Interrupt/Recharge 46: Sting of the Manticore: Chance of Damage(Toxic) 48: Sting of the Manticore: Damage/Endurance/Recharge Level 30: Blaze A: Apocalypse: Damage 33: Apocalypse: Damage/Recharge 33: Apocalypse: Damage/Recharge/Accuracy 34: Apocalypse: Recharge/Accuracy 34: Apocalypse: Chance of Damage(Negative) 34: Gladiator's Javelin: Chance of Damage(Toxic) Level 32: Consume A: Invention: Accuracy 46: Invention: Recharge Reduction Level 35: Sleet A: Analyze Weakness: Accuracy/Endurance/Recharge 36: Analyze Weakness: Accuracy/Recharge 43: Analyze Weakness: Accuracy/Defense Debuff 45: Analyze Weakness: Defense Debuff/Endurance/Recharge Level 38: Frozen Armor A: Steadfast Protection: Resistance/+Def 3% 43: Gladiator's Armor: TP Protection +3% Def (All) 45: Luck of the Gambler: Defense/Increased Global Recharge Speed 48: Luck of the Gambler: Defense/Endurance Level 41: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 44: Assault A: Invention: Endurance Reduction Level 47: Vengeance A: Luck of the Gambler: Defense/Increased Global Recharge Speed 48: Luck of the Gambler: Defense Level 49: Teleport A: Invention: Range ────────────────────────────── Inherents: Level 1: Domination Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery 42: Miracle: +Recovery Level 1: Stamina A: Invention: Endurance Modification 42: Invention: Endurance Modification 43: Performance Shifter: Chance for +End -
A controversial topic: Is it time to make items scarcer or cost more?
MoonSheep replied to Troo's topic in General Discussion
going against the status quo does seem to make people quite jumpy as shown by some of the posts on this thread it’s a good discussion overall though mate, seeing how the prices continue to trend on the market will also be interesting -
i agree with you that by not taking part in the community aspect of this MMO then one can escape the overall power creep, but that then diminishes the fun of playing an MMO in the first place overall it’s an inescapable situation as there are people who enjoy a challenge and there’s people who enjoy an easy sandbox type environment. re-creating the feeling of the mid 2000’s when the game felt slower, more meaningful is not going to happen i feel it’s worth being a salmon at times and giving an opinion that’s contrary to the overarching “more syrup please” theme as the game is sweet enough for me saying all this, i complained rigorously about the widespread mastery nerfs as they were good fun before therefore the best piece of advice i can give is to use both hands when scrunching up my posts before throwing them in the bin as it leaves space for more
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sorry for the slow response Lum, i appreciate the detailed response but feel it doesn’t address the statement made i feel the introduction of the IO system has broken the game, what you’ve said is that HC has simply allowed the original IO vision of the devs to be achieved more widespread and faster i think the original vision was wrong just because the plan was acheived doesn’t mean it is good OPs amended chart shows the point precisely, the game has unequivocally fallen apart from its original intentions - there are no archetypes - there are no grades of enemy difficulty - there is no strategy required - there is no teamplay dynamic - there is no worthwhile progession yes we have become better at playing the game, but in modern CoH if you mash the number keys during a mission you’ll likely succeed every time running an oldschool LRSF from ouro highlights how different the game challenge used to be, even with an experienced mindset
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- mmo vs solo
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Thinking about a Mind/Fire Dominator. Ive never played Mind ever.. Tips?
MoonSheep replied to Heatstroke's topic in Dominator
i’ll post some thoughts and build when home which will hopefully be useful. i’ve mained a mind/fire on HC for the last 6 years and for 2-3 on live before shutdown, it’s a fantastic combo if played to its strengths