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VV

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Posts posted by VV

  1. On 7/13/2022 at 11:21 PM, Troo said:

    My understanding is that pulling over the cap targets will still spill aggro onto a team.

    When taunt is used, which mobs are in the cap should shuffle based on when the re-evaluate happens. (maybe this allows a tank to hold more than the cap.. briefly)

     

    On 7/13/2022 at 11:45 PM, Bopper said:

    I'll say this... I was not a fan of being a tank at aggro cap and using my taunt on another group did nothing. The improvements to the Aggro stuff is nice, not just in terms of the AI seeming "less dumb" but also having my taunt work a bit more intuitively.

    Yes, this this this. I like to pull over cap so that the AOE'ers get the most bang from their buck. As stuff dies, there is more stuff already there to start taking damage. Speeds things up considerable. Also, gives me more to do as the Tanker. Currently, a big problem with this strategy is taunting someone off a squishy because the aggrorithm (TM) reacts so slowly and does not always check in the manner I am expecting. I am hoping that this update will fix that a lot. 

     

    I would also love to see Taunt enhancements add to Mag instead of duration. I never bother to slot for Taunt duration because it already lasts plenty long, I can easily just re-taunt something, and punchvoke is enough most of the time, anyway. But, would I slot for Mag? Oh hell yeah.

    On 7/14/2022 at 12:22 AM, Supertanker said:

    Can we call it the Aggrorithm?

    Yes, yes, we most certainly can.

    On 7/14/2022 at 11:33 AM, Herotu said:

    Ooh, will we need to do herding again?! 😄

    I pretty much always do herding when on a tank. I do NOT do the "wait here while I bring them to you," kind of herding. I do the, "jump into one group, once it is going, start pulling in other groups to join the fun," type of herding. I prefer a non-stop tanking style.

  2. Ah, thank you so much, excellent commentary both. You are correct on the FF+Rech proc, I am definitely not relying on that for permadom. I tried that once on an Elect/Nrg Dom that had it in about 6 different powers, and it still did not proc reliably enough. The toon's standing Global Recharge Bonus, including Hasten is 195%, way over permaDom, and enough over perma-Hasten that I don't have to worry about it. (Yes, I'm a recharge junky. I'm still twitchy about trying to stack recharge back in Live.) So, I dumped that proc.

     

    I might rearrange UP and DP like you said, put the Prev. Med. into UP and then frankenslot DP. I could afford to lose the +8.75% bonus recharge and still have permadom and permahasten, but wow it is hard for me to give up recharge.

    I do see that I could increase the recharge on DP and shave maybe 10 seconds. Not sure it's worth it, though.

    And, yeah, the 2nd slot in PFF is a big waste on a Def IO. I'll see about fixing that.

    And, definitely going to swap Health slotting for more Health/Regen, less recovery. 

     

    Thanks again for the good tips, like I said, this has been a really long row to hoe to finally get some idea of how to build a decent mind/psi. Now, I just need to practice with her. She keeps dying because I am not fast enough when things go south. I need to learn to not stand in the middle of combat after I have dropped Drain Psyche.

  3. So, I have been toying around with this crazy mentalist build pretty much since Homecoming dropped. Trying to get something that does not totally rely on just confusing the target and letting them do all the work. This is where I am at, now. I know it has a lot of odd power choices. I went with Force of Will and Mace to get some debuffing for hard targets. Also, the PFF is a nice "Oh Shit" power for someone with so few HP. Mighty Leap is total filler and just mules the slow resist IO. I'm still not sure I'm happy with the Force of Will pool, so I might swap for Fighting or Leadership, but those get so overplayed. Anyway, here's the weird build. Let me know what you think.

     

    This Villain build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Vice Valyntina V2: Level 50 Mutation Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Force of Will
    Power Pool: Concealment
    Power Pool: Flight
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Levitate -- KntCrs-Acc/KB(A)
    Level 1: Psionic Dart -- Acc-I(A)
    Level 2: Dominate -- SprWntBit-Acc/Dmg(A), EntChs-Heal%(3), GhsWdwEmb-Dam%(3), NrnSht-Dam%(5), GldJvl-Dam%(5), GldNet-Dam%(7)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 6: Confuse -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(9), CrcPrs-Acc/Rchg(11), CrcPrs-Acc/Conf/Rchg(11), CrcPrs-Conf/Rchg(13), CrcPrs-Conf(13)
    Level 8: Weaken Resolve -- HO:Lyso(A), AchHee-ResDeb%(15)
    Level 10: Mental Blast -- Apc-Dmg/EndRdx(A), Apc-Acc/Rchg(15), Apc-Acc/Dmg/Rchg(17), Apc-Dmg/Rchg(17), Apc-Dam%(19), GldJvl-Dam%(19)
    Level 12: Stealth -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(21)
    Level 14: Hover -- LucoftheG-Def/Rchg+(A)
    Level 16: Psychic Scream -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(21), Rgn-Acc/Rchg(23), Rgn-Acc/Dmg/Rchg(23), Rgn-Dmg/Rchg(25), Bmbdmt-+FireDmg(25)
    Level 18: Total Domination -- UnbCns-Hold/Rchg(A), UnbCns-Acc/Hold/Rchg(27), UnbCns-Acc/Rchg(27), UnbCns-EndRdx/Hold(29), UnbCns-Dam%(29), GldNet-Dam%(31)
    Level 20: Drain Psyche -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(31), Prv-Heal/Rchg(31), Prv-EndRdx/Rchg(33), Prv-Heal/EndRdx(33), Prv-Heal(33)
    Level 22: Fly -- Srn-EndRdx/Fly(A)
    Level 24: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 26: Terrify -- Bmbdmt-+FireDmg(A), Ann-ResDeb%(34), PstBls-Dam%(34), GlmoftheA-Dam%(34), SprDmnGrs-Rchg/Fiery Orb(36), OvrFrc-Dam/KB(36)
    Level 28: Mighty Leap -- WntGif-ResSlow(A)
    Level 30: Wall of Force -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(36), PstBls-Dmg/Rng(37), PstBls-Dmg/Rchg(46), PstBls-Acc/Dmg(46), FrcFdb-Rechg%(46)
    Level 32: Mass Confusion -- MlsIll-Dam%(A), MlsIll-Acc/Conf/Rchg(37), MlsIll-Conf/Rng(37), MlsIll-Acc/EndRdx(39), MlsIll-EndRdx/Conf(39), MlsIll-Acc/Rchg(39)
    Level 35: Psionic Lance -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(40), StnoftheM-Dmg/ActRdx/Rchg(40), StnoftheM-Acc/ActRdx/Rng(40), StnoftheM-Acc/Dmg(42), ExtMsr-Dmg/ActRdx/Rchg(42)
    Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg/EndRdx(42), Arm-Acc/Rchg(43), Arm-Acc/Dmg/Rchg(43), Arm-Dmg/Rchg(43), SprAvl-Rchg/KDProc(45)
    Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45)
    Level 44: Poisonous Ray -- HO:Lyso(A), AchHee-ResDeb%(45)
    Level 47: Unleash Potential -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(48), Rct-Def/Rchg(48), Rct-EndRdx/Rchg(48), Rct-Def/EndRdx(50), Rct-Def(50)
    Level 49: Personal Force Field -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
    Level 1: Domination 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Flight-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(7)
    Level 2: Stamina -- PwrTrns-+Heal(A)
    Level 49: Quick Form 
    Level 28: Takeoff 
    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 4: Ninja Run 
    Level 22: Afterburner 
    ------------

    • Like 1
  4. I know there is a focused feedback thread for it, but I want to discuss it more from a tanker tactics/strategy viewpoint. Personally, I am pretty excited about this because as a tanker-main, this is how I pretty much always played. Let's review.

    Quote

     

    Enemy Aggro Behavior Adjustments

    • The aggro cap has been reworked to be less obvious and intrusive to gameplay.
    • The cap is still 17. If a player exceeds the cap, the AI will prefer any other valid target. This means in a team environment there is no change to enemy behavior.
    • If an AI-controlled enemy has no valid target due to them all being at the cap, it will choose the capped target with highest threat that is in range and use opportunistic ranged attacks. They will no longer mill about, oblivious to the action going on around them. Enemies that are beyond the cap *will not* pursue players that move out of range.
    • Aggro cap processing is more dynamic. Instead of using a rigid priority system, it now uses a simplified version of the normal threat calculation, taking into account distance, total damage done, taunt duration, and rank. It is also periodically re-evaluated instead of being locked in. This should prevent scenarios where an aggro-capped tank tries to taunt enemies off an ally and the taunt is completely ignored.
    • Player pets, including Mastermind pets ignore the cap. This change was made some time ago but is still in effect even with the revamp.

    The goal of this change is to make it feel like there is no aggro cap at all, but still retain the desired game mechanics of a single tank being unable to maintain threat on or herd an unlimited number of foes.

     

     

    I am particularly interested in the more dynamic processing. I tend to be one of those tanks that likes to pull well over 16 enemies, then use DoT patches and movement to keep them all corralled. But, that means that a lot of enemies do get a shot off here and there at the other players. This way, I'll be better able to pull things off of my teammates when necessary.

     

    All in all, I'm pretty excited about this change!

  5. I dunno if this is the "very best" but it's the one I play and it goes pretty hard. The slotting is towards global recharge bonus. If you're not a recharge junky like me, you could proc out a few things to get more burst damage. I 6-slot RotP because that way I feel fine taking on threats I'm not sure about beating. Take me out, and you'll be sorry. 

     

    Many Fire/ blaster builds include Burnout, so you can double Inferno. I tried that and it just came up so rarely. Usually 1 Inferno and 1 Fireball clears that chafe, and then I can focus on the heavies. YMMV.

     

    As far as cost, This'll probably cost 600-800 Mil if you buy most of the stuff off AH.

     

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  6. Valyntina and Valkyria Vice

     

    IN GAME DESCRIPTION

    (RP Only. CW - Not very nice.)

    *Has leaky telepathy, send Tell if she picks anything up.*
    "I know what you are thinking and your mother would be horrified!"


    Imagine hearing all the thoughts around you while still in the womb. This is what happened to Valyntina and her twin sister and rival, Valkyria. As they developed, the noise intensified, the unborn children thrashed in agony, injuring their mother. In the hospital, doctors realized something was strange and transferred her to Vanguard. The twins were born fully cognizant.

     

    The day of their birth, Recluse' troops attacked to kidnap them. Even as babies, the children were formidable psychics, but their  mother was killed in the battle. In the end, Valkyria went with Recluse. Despite giving Valyntina the best care and training possible, she hates Vanguard, blaming them for her losses. Still has trouble blocking out others' thoughts.

     

    EXPANDED BACKGROUND

    Imagine hearing all the voices in everyone's heads and not being able to block them out from the time you were in the womb. This is what happened to Valyntina and her sister and rival, Valkyria Vice, twin (fraternal) psychics. As soon as their brains started to form, just weeks after conception, the noise flooded in, thoughts and emotions of every person nearby. Their underdevoloped minds could not handle it, did not know how to process it. Valentyna clung to her sister in the womb, Valkyria, who was slightly different, less empathic and able to erect some small mental barriers.

     

    As they developed and the noise intensified, the unborn children thrashed in agony, injuring their mother. When their mother went to the hospital, the doctors realized something was strange and called Vanguard. Mother was moved to a special unit at Vanguard. They held her in a psychically shielded room so the unborn babies would not be subjected to the voices, or so they thought.

     

    As the babies grew, they learned to filter out the noise that leaked through the shields. The older sister, helped to protect her younger sibling. The only thoughts they could not hear were each others. They were born fully cognizant, having interfaced with their mother and the Vanguard attendants, as well as the thoughts that leaked through the shields, throughout their gestation.

     

    On the day of their birth, Arachnos attacked to kidnap them. Even as babies, the children were formidable psychics. Vanguard sacrificed many soldiers to defend them, but Arachnos had brought some of their heavies and the twins' mother was killed in the battle. In the end, Valkyria went with Arachnos, possibly sacrificing herself to save her sister, possibly because she saw something in Arachnos she wanted.

     

    Vanguard trained the younger sibling, while Arachnos trained Valkyria. Despite giving her the best care and training they could, Valyntina hated Vanguard and blamed them for her mother's death and sister's capture. By the time they were adults, they were both formidable fighters. But, on the day of their 18th birthday, at the exact same moment (not that anyone was counting... nobody has noticed how exact the timing was), they both broke free of their respective groups.

     

    They met together to discuss their future. They both still had trouble blocking out the mental noise, Valyntina moreso than Valkyria. Valkyria's tough nature had greatly increased in her time at Arachnos. Being surrounded by all those evil thoughts had turned her terribly bitter and maniacal. All she really wanted to do was silence the noise. Valyntina, though still angry at Vanguard, was the more empathic and felt like there was good in people worth preserving.

    Though Valkyria begged Valyntina to join with her, Valyntina could not support her sister's insane lust for power and destruction. When Valyntina turned her down, Valkyria flew into a rage, screaming at her sister about how she had sacrificed for her. They fought to a standstill, destroying several city blocks and sending many people to the psych ward for years to come.

     

    Though she could not condone her methods, Valyntina could not bring herself to take her sister in, so she left Valkyria there to pursue her own destiny. Valkyria screamed after her, vowing revenge, which broke Valyntina's heart. Since then, the sisters have met numerous times in combat, as it is nearly impossible to keep Valkyria incarcerated. Valyntina has continued her pursuit of goodness, even though she knows everyone's dirty secrets.

    No one knows who twins father is, and their mother scanned as a normal human, so the origin of their powers is rather a mystery. Of course, there are plenty of theories that one superhuman or another is their father, but none have ever come forward.
     

    PERSONALITY

    Not the friendliest person you will ever meet. Having had so much brain content thrown at her, she has learned that most of what you see is cover story. This tends to color her interactions. Though, she is open enough to eventually accept someone if they prove worth it.

     

    Valyntina does NOT proactively read minds without permission or provocation. Valkyria will if she is interested, which is rarely.

     

    RP HOOK:

    Want to get to know her better? Toss a stray thought her way. Tells are always open. Be warned, if you are nasty about it, it will go bad. If you are cool, it will probably go cool.

     

  7. 1 hour ago, Frozen Burn said:

    As for your slotting - there are many ways and theories out there.  Yes, your 133% acc is fine.  But consider the end cost - do you have enough overall recovery to for this slotting?  Do you need to swap out a proc to pic up some IOs with endredux in them? 

    Yeah, End is tight, but okay. 

     

    1 hour ago, Frozen Burn said:

    Also, the proc rate in Hot feet is not that great.  If I recall correctly, once every 10 secs, there is a chance a proc can fire in it.  So yes, more procs means more chances they will fire, but it's a gamble and not guaranteed all will - and then in the meantime you're doing minimal damage.  I personally slot a damage set that maxes the damage bonus (so I am guaranteed max damage from the power), has 70-80% endredux bonus, and then add in 1-2 procs to push the damage output over the top.  I prefer more constant max damage from the power with the occasional 1-2 procs firing vs. gambling on 6 procs with minor constant damage.  ....but that's just me.  Others may disagree. 

    That tends to be my normal slotting for this kind of stuff, but pretty much everyone else in the thread said proc it out. 

     

    1 hour ago, Doomguide2005 said:

     The best way to tell is to use Mids.  If you go to the tab for Exemplar Effects and Math (I think, I can't verify these days) you can change your base hit value.  By default it sits at 75% (i.e. that 75% in parentheses next to the 133%), but in that tab you can change it to anything.  Change it to 39%, that's your base hit chance vs +4's.  And Mids should calculate it from their.  You should see that 75 turn into a 39.  As long as your 133 turns into a value over 95 you are golden.  If not then either global accuracy or your to hit value needs a boost.

    Awesome. You are correct, not quite all the way to 95. Looks like my overall Acc needs some help, actually.

    image.png.803bd45d05b815ad65c18a6353b603a8.png

  8. I was going through the public doc for all the icons and found this. I suppose I am the last to know about it, but I got excited.

     

    image.thumb.png.3c2ebb4155473dbfc043f11fc835f5db.png

  9. Just now reading this and I have to say, love it all. I recognize some of these names as some of my favorite role-playing friends in-game. 

     

    As someone who mains an OP character, I particularly love the commentary there. She is exceedingly tough, nearly unkillable. Take like a nuke or better to wipe her out permanently. But she has tons of limitations. Sure, she can easily trash a base full of council or take Marauder's Nova Fist to the face. However, she is 8 feet tall, made of stone, and weighs near a ton.

     

    One time some people brought her on a stake out as the muscle. Such a bad mistake. Oh, and her core temperature is thousands of degrees. They were easily discovered with some IR goggles, and when she responded to a fight in small bar, she managed to smash through a wall, destroying half the bar. For some RP fun, imagine trying to handle a martini glass with massive stone fingers. There's a bunch of other stuff that are fun little RP hooks, silly habits, limitations and such. 

     

    The "doesn't laser eye everyone for snide comments" is an important point. She would never fight someone who is not clearly engaged in evil acts. She has a sweet soul and actually gets really concerned about coming off as a bully to her friends and acquaintances. She is incredibly passionate, with a quick temper, but tends to spend nearly as much time crying as she does smushing Rikti. The fact that she is nearly unkillable and essentially immortal is more of a background trait than anything, and mostly only comes up when chatting with other immortals. (One time she was discussing with another Earth-being immortal what they might do when the sun explodes and destroys everything. Not often you get to RP planning 5 billion years in the future.)

    • Thumbs Up 1
  10. Oh yes. I saw a painting of a gender-swapped Hell Boy, called Hell Girl. The design was fairly simple, but so cool, it inspired me to make H3ll Grrl. I couldn't just make her background a copy of Hell Boy (TM), so it got all sorts of complex and messy, including Praetorian scientists, Primal wizards, the Resistance, and Cole himself. Short version is, she ends up on Primal Earth with the idea that if she can recruit enough souls for Satan's army, he will let her return "home" to Hell. None of that was true, of course, but that's what she thought. 

     

    As things progressed, she became so filled with rage that eventually I had to shelve her. She had really no filter and could easily fly off into epic strings of epithets at someone for just the smallest infraction. She wanted to corrupt people, but did not actually have the spirit to follow through on it. She also "discovered" that most people around her were absolute dirtbags (they weren't) and hewed to a pretty fundamentalist view of what constituted sin. Imagine trying to "corrupt" anyone in Pocket D.  She was meant to be gratuitously evil, but even when you tell people that up-front, they often respond negatively to that kind of roleplay, and with good reason, I would say.

     

    I had planned a whole redemption arc for her, a trip to Hell and a near-death confrontation with Satan to find out the truth of her background. This would start her on the road to redemption. She might never be fully "good," but she could have at least gotten to "tolerable." Unfortunately, before she made that point, she became unplayable. She sits on the shelf as I try to figure out how to get her back together.

  11. On 2/14/2022 at 2:07 PM, CrystalDragon said:

    This may cover the full weekend 18th-20th Friday/Saturday/Sunday

    during the normally scheduled class times. (5PM & 9PM EST)

    Is this only for current mentors or can anyone attend?

     

    Also, if attending, does one need to be at both the 5pm and 9pm sessions, or is that an either situation?

  12. On 2/5/2022 at 7:40 AM, Without_Pause said:

    Where are you getting this 20% from? Do realize one of the procs it takes is for FotG: -Res.

    Mids tells you what the proc chance is for your procs. It is generally really low on auras, but, since the aura tics regularly, eventually the proc will hit. It's just unreliable.

  13. On 1/24/2022 at 11:58 AM, Without_Pause said:

    Add in Containment and damage procs.

    You don't think the Proc Rate is too low? It's under 20%. Does containment affect proc damage?

     

    On 1/24/2022 at 1:20 PM, Doomrider said:

    You can use hot feet while flying. You just have to activate hot feet before you activate fly.

    WHOA WHOA WHOA Seriously??? Okay, that changes a lot.

     

    Aight, you all convinced me. Sounds like a plan.

  14. Okay, a few things. Grav/Storm is pretty much my favorite controller combo. It is fun and crazy good. 

     

    First this.

    On 1/3/2022 at 9:14 AM, Socks10 said:

    1. Get rid of fan favourite Propel for a more proccable Crush (don’t think I could drop it)?

    2. Find a place for Thunderclap to give me a mag 2 stun that could be useful?

    3. Proc up Dimension Shift to go with Crushing Field?

    4. Take Frost Breath to have a powerful cone attack to use against immobilized groups?

    1. NO

    2. NO

    3. REALLY NO

    4. Yes

     

    On to the build itself

    On 1/4/2022 at 12:01 PM, Socks10 said:

    This Hero build was built using Mids Reborn 3.1.2.5
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Gravity Storm: Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Storm Summoning

    So, first of all, if you right-click on a power, that will "Lock" it in the Info window. After doing so, hover your curser over the bottom part of the Info window where the damage calculation is. A popup appears to show you the proc chance is on your powers. This is important.

    1) Crushing Field, The proc chance on those procs is 10%. The best thing to do with CF is just 1 slot it for Acc. Alternatively, you can slot it with a set for the set bonuses.

    2) Frost Breath is a great proc-monster. Proc that one up!

    3) Freezing Rain, slot for damage AND add in the OF KD proc on that. Leaving the Immob proc in it is pretty cool. It's a monster.

    4) Ice Storm, dump the Damage Rag and add in the KD Rag.

    Now you have some seriously insane KD control Between Freezing Rain, Tornado, Lightning Storm, Singularity, and Ice Storm, you can nearly control a whole field just with flopping. On my Grav/Storm, I can often go through an entire mob without any grav powers except for a Crushing Field to keep them from running out of all the fear/run effect, and a few Propels. 

    5) Hasten, definitely 2-slot.

     

    That should do ya. I would personally build for more global recharge, but you have to sacrifice some def/res for that, so that may not be your thing. The last thing, play it aggressively. Get in there and show them who is boss. Nobody moves until you say so, and your damage just thrashes them down.

  15. I am working up a Fire/Dark here and would like it to fly. With Tar Patch, is there any reason to take Hot Feet? I mean, I know Hot Feet doesn't work while flying, but if there was some amazing reason to take both Hot Feet and Tar Patch, I would consider superspeed instead of flight. But, as far as I can tell, there is nothing great that Hot Feet does that is not done better by Tar Patch. The tiny bit of damage is essentially pointless, unless I am missing something about it. Running around with an aggro aura kind of defeats the point of the Shadow Fall stealthiness. To be honest, I'm not really a fan of Hot Feet, anyway. So, if I could skip it, that would make me happier. But, if it really is super good for some reason, I'll work it in.

  16. Nah nah nah. To get into melee, you want a primary with an aura, for sure. And for secondary, there is no better melee secondary than /Darkness. You have enhanced Def & Res, a mean heal, all sorts of -ToHit, and Soul Absorption. 

     

    In this situation, I kind of like Fire as the primary. You have a stun that recycles pretty fast. Put a +KD into Hot Feet and a KB-KD in Bonfire, and you have them nearly perma-flopping.

     

    I will say that I have tried to make melee Controllers before and I find I do not like it. The problem is, the Controller powersets have too many good powers that you don't want to give up for the Fighting Pool.

    • Like 1
  17. On 1/13/2022 at 8:29 PM, Glaciar said:

     

    I have narrowed it down to the stealth power I think.  The defense bonus seems to go away when you bring out your pet like you are in combat mode

    Have you tried waiting some time and then re-checking? Seems like your stealth bonus should come back after a bit.

  18. My Grav/Storm is a MONSTER. One issue I have playing a controller is that I am not a buffer type. I can't remember to do it, I don't like to do it, and I suck at doing it. With /Storm, I don't have to worry about that. My recommendation is slot both sets for damage, not control. Add in a bit of extra KD with procs here and there, and just massacre everything. I play mine with just enough KD to keep everything from killing me or my team. I have -ToHit in Hurricane just in cast things get hairy, but I hardly use it.  I have Tornado slotted for KD and just release that. It makes an awesome tank. I leave Lightning Storm slotted for KB. Toss out LS from the back of the group and then anyone who tries to get near you gets tossed back into the group. Take that Ice epic for extra coolness.

     

    Solo, I usually open with Freezing Rain, Tornado, and Lightning Storm, in most any order. Then do whatever is needed to clean up, which usually isn't much. Particularly annoying targets get Held>Lifted>Forklifted as punishment. 

     

    In a team, I generally toss FR on where the tank lands, then watch what is needed and do whatever helps the team. My one motto is "Nobody leaves unless I say they leave." See a runner, instant hold on them.

    • Like 1
  19. On 9/13/2021 at 8:03 PM, BBBadger said:

    I love this idea.

    The ONLY thing I worry about with having a /whisper or whatever channel is a lot of RPers don't just use Local. They use /emote. I would say the majority of RP I see done is via the /emote command. While a /whisper would cut down on some text scroll in tight confinements, emotes would still probably be their usual distance, correct?

    Personally, I'd hope that if /whisper became the answer to the communities pleas for small chat distance, they'd also consider changing the emote distance as well. 

     

    But again, I one hundred percent vote for anything that can combat text scroll for rpers. 

    Ahhh, this is a really really good point! Definitely need to cut down the distance /e rolls her eyes. Nobody could see that from 100 feet away!

    • Thanks 1
  20. 47 minutes ago, Bay said:

    1.) Base building is a labor of love that not everyone enjoys.

    2.) Bases are whatever you want them to be and only accessible to those with the code.

    3.) Bases aren't the main, public zones, and thereby are not Redside anything.

    4.) The OP is about giving event love to the Isles, not about building something in the bases to simply pretend that the Isles got some attention.

    The dev team are volunteers and the original suggestion is just throwing extra work their way. Because a temporary holiday village is something a player could do, and has a low work-to-QOL impact, I was throwing that work back to the player base so that the devs can focus their limited time on things that only devs can do. There are many things on their to do list, already.

    • Thumbs Down 1
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