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csr

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Everything posted by csr

  1. It seems as if every set with a Sniper attack just got DP's Executioner's Shot with a special start-of-combat use (but higher END cost and longer Recharge... and faster casts). Non-Epic Snipes (except perhaps Dom snipes) become such a good power choice that you'd be a fool to pass them up. It makes me worry about "power creep".
  2. My experience suggest this isn't working as intended. Prior to the patch I could go from level 1 to 10 using a +100% XP Booster in a single run. I just tried this on a new character and came out shy of level 7 (6.84-ish). Even when the shard XP was at +50% XP I got to 8 in a single run. Unless my memory is completely shot or I missed something, XP is reduced below level 10. I pointed out that XP boosters currently break DFB XP a few pages ago, and it was confirmed by Leandro. He will fix it in the next patch. I expected someone probably had, but wasn't inclined to read through nearly 200 posts to see.
  3. My experience suggest this isn't working as intended. Prior to the patch I could go from level 1 to 10 using a +100% XP Booster in a single run. I just tried this on a new character with +100% XP and came out shy of level 7 (6.84-ish). Even when the shard XP was at +50% XP I got to 8 in a single run. Unless my memory is completely shot or I missed something, XP is reduced below level 10.
  4. Well I haven't tried it, but Carrion Creepers is a pet power (it calls Creeper Patch, which then summons Creeper Vines). So I wouldn't expect it to do anything; it would proc for individual Creeper Vines, and as pets their powers should be unaffected by +Rech.
  5. /storm controllers (or fire tollers that took bonfire) are probably the only controllers not happy with the change. Still, it will fix so much of the frustration with AOE immob, especially in the hands of new controllers. As someone who’s still learning the basics on my private server, I’m amazed at all of these updates. Why would Stormies hate this change? Hurricane will still Repel, even if they won't go flying as much, which should be more precise than before, and it's a huge buff to Tornado's CC effects if they get knocked down in place rather than either scatter or stand unaffected. And Fire Control never had -KB in the first place, so Bonfire is unaffected. Fire Cages has -KB. So Bonfire is made better.
  6. csr

    Fire/Storm Returns

    Take O2 Boost for the 60s Sleep and Stun prot so the team healer can do their job, the +PER so the Tank can see what they're fighting, and END Drain Resistance so the Sappers and Super Stunners and the like don't drive everyone mad. The *heal* is the side effect. Take it even if you're just going to put one EndRdx in it.
  7. They've change the tree from what I remember (probably ca I19 or perhaps even before). It no longer has any special uses such as blocking doors. It's just a static +Regen power which only has significant value in sustained fights (it works well at the end of the Yin TF, for example, or any AV fight). Whereas Entangle really only has use soloing at lower levels. Both are filler powers that take up slots to make them useful, so neither is particularly valuable. Adding Entangle in place of Spirit Tree to the posted build would just require moving some powers down in the build (which is why I didn't do it). You can bump Roots and Hasten down and then either travel or your minor mez prot (that's what CJ is... with two critical cone powers, being able to move is essential... and you can put a -KB in it too).
  8. Here's a quick build I did. I avoided too many highly expensive IOs, but it is a medium cost build. I went for +Rech and S/L Res in the build. I slotted to accentuate Carrion Creeper's debuff and control with -Rech, -Res and Stun procs rather than slot it with damage procs. With Spiritual and Clarion you are nearly perma-Hasten and will run most of the time with mez protection. You'll also have capped S/L Res (that's 75% for a Controller). It's not a refined build, nor likely well suited to your particular wants, but it's a starting point. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Planat: Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Nature Affinity Power Pool: Speed Power Pool: Leaping Power Pool: Teleportation Ancillary Pool: Primal Forces Mastery Hero Profile: Level 1: Strangler -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Acc/EndRdx/Rchg/Hold(23), NrnSht-Acc/Hold/Rchg(25), NrnSht-Acc/EndRdx(43) Level 1: Corrosive Enzymes -- Acc-I(A), Acc-I(50), EndRdx-I(50) Level 2: Regrowth -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(7), DctWnd-Heal/EndRdx/Rchg(25), DctWnd-Heal(31), DctWnd-Rchg(31), Range-I(34) Level 4: Roots -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(5), PstBls-Acc/Dmg/EndRdx(5), PstBls-Dam%(13), PstBls-Dmg/Rng(50) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7) Level 8: Seeds of Confusion -- MlsIll-Acc/Rchg(A), MlsIll-EndRdx/Conf(9), MlsIll-Acc/EndRdx(9), MlsIll-Conf/Rng(11), MlsIll-Acc/Conf/Rchg(11), Range-I(31) Level 10: Spore Cloud -- DarWtcDsp-ToHitDeb/EndRdx(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(13), DarWtcDsp-ToHitDeb(36), DarWtcDsp-Slow%(36) Level 12: Super Jump -- BlsoftheZ-ResKB(A) Level 14: Combat Jumping -- LucoftheG-Rchg+(A) Level 16: Lifegiving Spores -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(17), DctWnd-Heal/EndRdx/Rchg(17), DctWnd-Heal(21), DctWnd-EndRdx/Rchg(48) Level 18: Vines -- BslGaz-Acc/EndRdx/Rchg/Hold(A), BslGaz-Acc/Rchg(19), BslGaz-Acc/Hold(19), BslGaz-Rchg/Hold(21), EssofCrr-Acc/Hold/Rchg(36), GhsWdwEmb-Acc/Hold/Rchg(37) Level 20: Wild Bastion -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(29), DctWnd-Heal/EndRdx/Rchg(40), DctWnd-Heal(40), DctWnd-Rchg(43) Level 22: Wild Growth -- TtnCtn-ResDam/Rchg(A), TtnCtn-EndRdx/Rchg(23), TtnCtn-ResDam/EndRdx/Rchg(43), TtnCtn-ResDam(45), RctArm-ResDam/Rchg(45) Level 24: Spirit Tree -- DctWnd-Heal(A), DctWnd-Rchg(40), DctWnd-Heal/Rchg(46), DctWnd-Heal/EndRdx/Rchg(46), DctWnd-Heal/EndRdx(46) Level 26: Carrion Creepers -- PcnoftheT--Rchg%(A), Ann-ResDeb%(27), DblAct-Stun%(27), DblAct-Acc/Rchg(29), DblAct-Acc/Immob/Rchg(37), EnfOpr-Acc/Rchg(37) Level 28: Rebirth -- RechRdx-I(A) Level 30: Spore Burst -- Acc-I(A) Level 32: Fly Trap -- ExpRnf-Acc/Dmg(A), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-+Res(Pets)(33), SvrRgh-Acc/Dmg(34), SvrRgh-PetResDam(34) Level 35: Conserve Power -- RechRdx-I(A) Level 38: Entangling Aura -- BslGaz-EndRdx/Rchg/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(39), BslGaz-Acc/Hold(39), BslGaz-Rchg/Hold(39), EndRdx-I(48) Level 41: Temp Invulnerability -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam/EndRdx/Rchg(42), TtnCtn-ResDam(42), TtnCtn-EndRdx/Rchg(42) Level 44: Power Boost -- RechRdx-I(A), RechRdx-I(45) Level 47: Overgrowth -- RechRdx-I(A), RechRdx-I(48) Level 49: Recall Friend -- EndRdx-I(A) Level 1: Brawl -- Empty(A) Level 1: Containment Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15), PrfShf-EndMod/Acc(15) Level 50: Spiritual Core Paragon Level 50: Clarion Core Epiphany ------------
  9. I haven't played Nature enough to give advice on it. But here's a quick run down of my opinion regarding Plant. Rating powers from 'F' to 'A', where F is a power you should try to skip, D is a mediocre power that you can take as a filler, C is an average power, B is a good power you should try to make a key part of your build and A is a must have core power to take and slot ASAP. I'll throw a '+' or '-' on for additional shading, meaning that the power could be considered one grade higher or lower based upon person preference. Entangle (F+) - Only take this if you must have some extra single target damage early. The vet reward attacks, how easy it is to level up quickly in Homecoming, and the need to slot this to make it worthwhile combine to make Entangle a dubious choice. Strangler (A) - This is your bread-and-butter single target Hold. Needs EndRed and some Acc before adding Dam early on and Hold later. Roots (C+) - AoE Immob that does good damage but has no extra effects. Some like to slot it for damage, but it needs 2 Accs and 2 EndReds before anything else. Don't take it until you are ready to get those extra slots in it, but fit it into the build early on to keep those Confused foes from running around too much. Spore Burst (D+) - AoE Sleep. A decent "filler" choice as it can be useful with just a single Acc in it. Seeds of Confusion (A) - This is your core power, an AoE Cone Confuse with a relatively short cycle time. Get it and slot it ASAP. It also lacks the base Acc penalty of most AoE controls and has a very long effect time, so you can get away with just 1 Acc and 2 Rech in it if you want. Spirit Tree (D+/C-) - A very large (40' radius) AoE team Regen buff. Nearly +300% fully slotted. Iirc it can be moved with Recall Friend (I don't have Recall on my current Plant build), making it's static nature less of a drawback. In the right build it is worth having and moves up a grade. This is true for any Dom and sets such as FF, Sonic, Cold, TA or even Storm or Traps. ***** EDIT: I tested and you CANNOT tp the tree. ***** Vines (B+) - Your AoE Hold; the Controllers signature power, though usually not the best in set. Take it immediately, get a 2nd Acc in it ASAP and then add Rech as you can. Carrion Creepers (B+) - Location targeted AoE -Spd with damage, immob and knockdown. Creates 1 creeper per foe (living or dead) on cast and then adds one each time a foe dies. Very handy if not overwhelming. Get it and slot it like an attack. Can be a proc monster as it can take so many different classes of sets (AoE Dam, Immob, Slow and KB as well as AT and Uni). Fly Trap (A) - A pretty good pet with ranged and melee attacks. Sometimes it will refuse to enter melee, and at others it will sit there doing nothing, but when it does act it's better than most Controller pets, and the AI sucks on most of them too. Take it and slot it ASAP. I like to put an Achilles' Heel -Res proc in it. To recap I've put Seeds of Confusion, Strangler and Fly Trap as the core powers with Vines and Carrion Creepers as other "musts" and Roots as a power you probably want. Spore Burst and Spirit Tree are decent "filler" powers. While Entangle is something you'll probably want to skip. So, I think you should probably rely heavily on Strangler and Seeds of Confusion early in the build and otherwise concentrate on Nature unless you intend to solo most of the time. In which case you'll need to come up with some additional damage. In any case, fit in Roots where you can and get it 4-slotted.
  10. Cones aren't good melee range powers. Dark has two, one good and one average, in Fearsome Stare and Living Shadows. I went Dark/Dark myself, but I don't intend to move into melee range except to heal. What I like about the combo is the stacking AoE -ToHit. Heck, even Soul Absorption has -ToHit. So even if foes aren't controlled, they can't hit much.
  11. Illusion will solo the best of those three mentioned due to Phantom Army and Spectral Wounds. There is some minor duplication in the stealth powers. And you'll want a KBtoD IO in Phantasm to keep him from blowing mobs out of your Tar Patch or sending your Darkest Night anchoring sailing. Ice also has a bit of duplication in the patch area with Ice Slick and Tar Patch, but it's only in secondary elements. Specifically the -Spd and ability to bunch up spawns. Ice Slick's primary value is the KD. Tar Patch is mostly for the -Res. One other small drawback is the need to turn off Arctic Air if you want to get significant value out of the Stealth element of Shadow Fall. Other than that it's a solid combo in the traditional control line. Electric, like Illusion, is not a typical control set. It has several ways to reduce foe damage: the classic AoE Hold, a ground-targeted Sleep AoE that reapplies periodically, a chain Confuse, a chain KD and simply draining the END of foes flat with Static Field, Conductive Aura and Jolting Chain. The latter generally doesn't work well on fast moving teams. Nor is the sleep all that helpful in such situations. Which leaves Elect tending to under-perform most other sets in fast-moving team play in exchange for it's versatile and unusual set of control powers. Personally, I think Elect works best with Kin for the added END drain and the highly sought-after team buffs to offset the fast-paced play short-comings. I'd put this one behind the other two as a combo for /Dark. Briefly on the other options: Fire has a decent synergy with Tar Patch and Hot Feet. Comparable to Ice but with damage in place of slow and Stun in place of Sleep and Confuse. Earth duplicates the -Spd and bunching with all of Quicksand, Earthquake and Volcanic Gasses. But, once again, it's in the secondary element of -Spd and clumping. Dark has more -ToHit to stack on foes, but uses cones to do it (Fearsome Stare and Living Shadows) so is more of a range control set. Mind and Grav have better single target damage due to Mesmerize/Levitate and Lift/Propel. Mind has a tricky Hold toggle that repels things. Sometimes useful, sometimes counter-productive. Otherwise it relies on an AoE Confuse and the standard AoE Hold with Sleep and Fear to back those up. Grav also has an AoE Hold, a teleport Stun that unfortunately also has a KB (which I believe you can downgrade to KD with the IO). Like TK it can be tricky to use, but to a much lesser degree (especially if the IO works, which it should) and is a better overall power. Grav's last AoE control is also tricky to use: Dimension Shift. That is a targeted AoE toggle that essentially creates a pocket dimension where those in it cannot affect those outside and vice versa. It's much a better power than /Dark's Black Hole. Both of these sets will solo better than most due to the single target damage. Grav's pet is also ranged and so better behaved than most. And stacks Hold for added control. That leaves Plant. Like Dark more of a ranged control set due to it's bread-and-butter being a cone. But it's a lead-off cone, so not a big deal if you want to be in melee range thereafter. You have the AoE Hold and an AoE Sleep but otherwise it's atypical. There's the aforementioned cone, Seeds of Confusion, which is as advertised a Confuse and highly effective (at the cost of a bit of XP/mob, though not XP/min). And Carrion Creepers, which a location targeted oddball Slow/-Fly/-Jump power that does a bit of damage and KD which gets more common as you defeat foes and the creepers proliferate. You've also got a location +Reg power in place of another control. Though Spirit Tree can be used in inventive ways (it used to be able to block doors or take alpha strikes, but I haven't tried that out in Homecoming). Fully slotted it give close to +300% Regen, which coupled with Soul Absorption can boost team Regen greatly or alternated make sure the team has a good +Regen boost most of the time. Roots, the AoE Immob, does more damage than most as there is no secondary effect and is often slotted as an attack. My last point on Plant/Dark is that your best Plant power is an AoE Confuse, which makes Darkest Night less valuable.
  12. csr

    Pet Window?

    Woo hoo! Thank you.
  13. csr

    Pet Window?

    Is my memory fuzzy? I remember there being a window in which I could see my pets' health. But I don't seem to be able to get such a window except on Masterminds. Is there a way to open such a window?
  14. @Calorie of the Midnight Avengers. Now @Calorie on Indomitable. I played a lot of alts and solo'ed most of the time. I had 30 50s on Guardian (plus 2 on Pinnacle and 1 on Justice).
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