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VV

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Posts posted by VV

  1. On 3/20/2021 at 11:50 AM, GM Arcanum said:
      • Flight_TravelFlight.png.74244b2f884386eb35f8ac9428278017.png Fly + flight_combatflight.png.c5103d219b0511d0703390a1030c9f32.png Hover
        • Previously: These powers couldn't be used together - you had to choose between Fly's speed and Hover's defensive buff
        • Now: You'll gain the fly speed of Fly, along with the air control and defensive bonus of Hover

    Pool: Flight

    • flight_combatflight.png.c5103d219b0511d0703390a1030c9f32.png Hover
      • Added new customization themes that allows you to remove the hover animation
    • Flight_TravelFlight.png.74244b2f884386eb35f8ac9428278017.png Fly
      • Now increases your fly speed cap by 50% while toggled on (from 58.6mph to 87.9mph)
        • This increased cap is the equivalent of fully slotting the old version of Afterburner
          • You now get this for free, without picking two more powers, and without old Afterburner's Only Affect Self component
        • This means Fly speed buffs and enhancements actually matter, as you won't hit the new cap without them
        • This increased cap doesn't apply in PvP
      • Flight_Afterburner.png.9890bf9208f976be5c62e00f21c62b82.png Afterburner
        • Now built into Fly as a free secondary (server tray) power that doesn't require a power pick
          • If you already had Fly, you will now also have Afterburner for free
        • Now a timed toggle with a 30 second duration and a 60 second cooldown
        • Increases flight speed cap by a further 25% (to 102.27mph), and speeds you up to the cap
          • This allows Fly to match Super Jump's new speed cap for short bursts of time (it wouldn't be appropriate to have Fly match that speed permanently)
          • Note that the old speed cap that fully-slotted Afterburner previously allowed you to reach is now built into Fly for free, you don't need to use this new version of Afterburner to reach that speed
        • No longer applies Only Affect Self or any other effects - Evasive Maneuvers has inherited most of Afterburner's old defensive effects
        • Null the Gull will allow you to hide Afterburner's pop-up tray
    • Flight_EvasiveManeuvers.png.1e67b92f6c3529ffd38620fc25871fd4.png Evasive Maneuvers
      • Replaces the old version of Afterburner as Flight's tier 5 power
        • If you previously had Afterburner, you now have Evasive Maneuvers
        • Note that if you previously had Fly, you will now have the new version of Afterburner for free
      • Toggle with moderate endurance cost, aimed at providing you with excellent airborne combat mobility
        • Evasive Maneuvers is not intended as a travel power, it is a defensive combat mobility power
      • Whilst flying, this power provides:
        • Protection against -fly and immobilize, and some resistance to knockback
          • The knockback resistance has been reduced from the previous iteration (it was an erroneously extremely strong)
        • A small amount of flight speed
          • This flight speed is not affected by travel suppression, allowing you to remain mobile in combat
        • Good air control (the same level that Afterburner previously provided)
      • Also provides the same level of defense as old Afterburner while out of combat, but this is removed while in combat
        • This bonus is suppressed for 10s when entering combat (the same as Stealth's out-of-combat defence)
        • The defense bonuses will suppress if the user attacks, heals or buffs an ally, or interacts with a mission objective
          • No longer cancels when being hit by a foe
      • Fixed a bug where the speed buffs on this power would be intermittent while used only with Group Fly
      • Endurance cost reduced from 0.52/s to 0.26/s

    Well, this is all awesome. Couple of questions. So, if Hover+Fly=maneuverability+speed, what does Hover+Fly+EM get you? Or are Hover and EM exclusive?

    Also, does Hover interact similarly with Sorcery Flight?

    Lastly, does it combine with any of the rocket packs?

  2. 10 hours ago, excessionoz said:

    "Come join us for posi1"

    'no effing way'

    "It will bwe fun! wwe are on discord"

    'I cant be bothered to hook up a microphone'

    "just play"

    'do I have to?'

    Holy cow.

    Listen, I don't mean to be mean, but you really caused all the problems yourself by not listening to your friend. He clearly stated his answer. My advice is, next time, respect that and your life will be much better.

     

    10 hours ago, excessionoz said:

    "Do you want to do posi 2?"

    'no'

    "Are you sure?"

    'oh ok'

    I mean...

     

    10 hours ago, excessionoz said:

    Apparently she had messaged the guy to ask him why he was beintg difficuult, and his response was not polite.  He is australian  (like me) so no surprise from me, but she was peeved.

    Also, if you know your friend is a d!ck, do not invite him to mingle with your nice friends. I have plenty of d!ck friends, nothing wrong with that, but I don't bring them into anything with nice friends unless they are also friends with them.

     

    1 hour ago, excessionoz said:

    The player in question is a veteran, who recently returned to the game.  We have a long history of prodding and poking each other, so his comment of 'no effine way' was to be taken with a grain of salt, he was just acknowledging my existence.  His first comment upon joining the team was 'you realise <leader> (me) is going to die, a lot?'

    Ah, I see you have already addressed the above, but I still stand by my assessment. 

     

    As far as my story of bad nights, I say the above from experience. There have been many and most of my bad gaming nights involved a similar story to yours. I was foolish enough to mix incompatible friends. Or, sometimes I have been the incompatible friend who joined something I did not really want to do. But, now I am old. I installed my "do not mix" policy many years ago, and my gaming experience has been much better since then.

     

    Yours is also a good cautionary tale for people to carefully advertise their runs. I have noticed that more and more people are getting better it this in game, which is cool. Speed runs, casual, steamroll, RP, etc, etc.

     

    Honestly, it has been so long since I had a bad gaming night, I can't even remember a good story. Probably on CO doing that ridiculous final boss run (can't even remember the name) with too many people who did not bring enough DPS. I mean, I don't mind helping to carry a few people, but when half the league is underbuilt and under-equipped, it gets to be less fun. Everybody knows it is a run only for your A-List builds, but yet people kept bringing underwhelming builds. 

     

    6 hours ago, Snarky said:

    Sigh, I effing hate processes.

    OMG I love SG-joining processes. 1) It generally means the SG is organized and active, and 2) it really saves on later problems.

     

    6 hours ago, Snarky said:

    But being with the SG, and running in that League while just relaxing, chatting, laughing and getting badges?  Yeah, definitely one of my best gaming days in years.  

    Being in a great SG really is the best!

     

    1 hour ago, joebartender1979 said:

    Through asking on the forums over the next couple of days I was able to find out that there was a bug that would let you get out of synch with your team upon zone in. You would see yourself with the group fighting like normal and to everyone else, you'd appear like you were standing at the door not helping. I tracked down the leader in game and sent him a tell with the URL to the bug reports and they apologized and I told them I totally understand why they'd want to kick someone that just stood at the door not helping. 

    Ugh! I remember that bug! Caused many a group much consternation.

    • Like 2
  3. 3 hours ago, Andreah said:

     

    Each of these has one or more MIDS builds in it, and to my (superficial) look they seem fair solid.

     

    Hey, cool, you quoted my build! Thanks so much for the kind words. It is a really fun build.

     

    18 hours ago, golstat2003 said:

    Anyone have a good gravity Storm controller build? Just got mine to 50 and looking to respec.

    Definitely post this question in the Controller sub forum. There are a TON of Grav/Storm players there (including me) that would be only too happy to help.

    • Like 2
  4. Hey, all this sounds great!

     

    One quick thought on the below. Can we get the air control from Combat Jumping with Super Jump, like we get it from Hover and Fly?

    14 hours ago, GM Arcanum said:
    • Jump_LongJump.png.965618363ac8f16e7cc32209f5ee6b1c.png Super Jump + jump_combatjump.png.4a6f49a8ce8b92f13594c0c742cf3ffd.png Combat Jumping
      • Previously: These powers couldn't be used together - you had to choose between Super Jump's speed and Combat Jumping's defensive buff
      • Now: You'll gain the jump bonus of Super Jump along with the defensive buffs of Combat Jumping
    • Flight_TravelFlight.png.74244b2f884386eb35f8ac9428278017.png Fly + flight_combatflight.png.c5103d219b0511d0703390a1030c9f32.png Hover
      • Previously: These powers couldn't be used together - you had to choose between Fly's speed and Hover's defensive buff
      • Now: You'll gain the fly speed of Fly, along with the air control and defensive bonus of Hover
    • Like 1
  5. I've tried to use RoP sometimes, but I always end up speccing out of it. I don't really play Def or Corrs, so I'm not sure about that. The likelihood of any of my Controllers getting mezzed has thus far been exceedingly low, even against things like Carnies. AVs are a problem there, but they are rare, and you can store up a few breakies. I even tried it on my Blasters and specced out of it, eventually. It just always seems like there is better stuff to take, especially with the one useless prerequisite you have to take.

  6. Welllll...... let's see. I'm just gonna go through them in order.

     

    Gale - 1 slot, Acc/KB. Use it to move stuff around as you need it.

    Chain Fences - 1 slot, Acc/Immob

    Jolting Chain - 2-3 Slots, EndMod/Acc/RechX2, I'm not sure how well FF+Rech will proc in that, but if it is decent, put one of those. JC already does KB, so no need to burn a converter on it.

    Conductive Aura - 2 slots, EndMod/AccX2

    Static Field, 5-6 slots, Fortunata Hypnosis set

    Freezing Rain, proc this baby up with as many damage procs as you can, one of your best powers.

    Paralyzing Blast, I am not really a fan of these AOE holds. their recharge is just too long. But if you are going to use it, might as well do it up. 5-6 slots, Unbreakable Constraint set.

    Synaptic Overload, replace Will set with Coercive Persuasion

    Assault could go with just 1 slot

    Gremlins, drop the KB-KD converter and grab the bonus aura IO from Expedient.

    Tornado, one of the best powers in the game and sorely underrated, I recommend 4xExpedient Reinforcement, KB-KD IO, Drop a damage proc in the 6th slot, or leave the Font in it. Or just leave it like you have it.

    Lightning Storm, I recommend 5-slotting with Apocalypse, then the last slot a damage proc or the KB-KD converter.

    Tactics, usually people just put the 1-slot Gaussian's proc in this one.

     

    I know I dumped a few of your procced-out powers in favor of sets, but your global recharge bonus was painfully low. Remember that global recharge bonus does not lower proc chance. Then again, I'm a recharge-addict from long ago. I tried to make sure that the power generally did as much or more damage, so you wouldn't lose that. Anyway, just my recommendations.

  7. On 3/13/2021 at 1:18 PM, WindDemon21 said:

    Having to waste any time upgrading especially in battle is just a huge annoyance, especially when you have to sit there and wait for them to even be targettable before you can buff them.

    I mean, this is true of any power, though. Why not just make all powers auto and we can just go make a sandwich while the computers fight it out? Like with Blasters, I cannot stand having to pop two BUs before and during each fight. On most good, fast-moving teams, by the time I pop them, the mob is mostly gone. I could go in without them, of course, but then I am not doing Blaster level damage, so what's the point? All the ATs have these little annoyances, that is part of the game. Which annoyances do you tolerate for which benefits?

    • Like 1
  8. On 2/17/2021 at 11:26 AM, Xiddo said:

    I wanna make something with Earth Control but am tied up between Earth/Kin, Earth/Rad, or an Earth/Fire dom.

    Earth/Dark was a back-up contender but I've got a fire/dark in the wings already.

    I know ppl love storm with earth but my first 50 on live was a stormer and I was an idiot kid, without mids, and had no idea what to do with it. I now have really bad associations with the set, it's my CoH vodka.

     

    I assume Earth/Rad is highly regarded because you debuff the backend out of the already locked down mobs? Teams excel then.

    Kin is kin.
    I love doms a lot and haven't tried fire on one yet. Hoping the damage will even out the lack of dam on earth.

    So, starting with the knowledge that Earth/ is a fairly low damage set, we can look at the options.

     

    Controllers

    Earth/Kin - One of the big selling points of /Kin is Fulcrum Shift, which is a damage multiplier. Multiplying low base damage results in mediocre damage. Not the best synergy with Earth/. But, /Kin is always appreciated by the team, so there's that.

    Earth/Rad - Well, /Rad is no longer the tippy toppy of the best of the secondaries, anymore. It is still good, but has fallen pretty far. With Earth/, it overlaps a lot of superfluous DEF Debuff.

    Earth/Dark - Incredibly safe, but incredibly slow. Twilight Grasp is the second best heal in the game (after O2 Boost) and do not let anyone else tell you different. Howling Twilight is the best Rez in the game, period. Get Fade and Soul Absorption to permanent and you turn your team into basically an unstoppable juggernaut. But, again, your participation in the actual killage will be minimal.

    Other Secondaries

    - If you are looking for great Debuffing, look at /Cold or /Sonic. They both are god at stripping away Resistance, which is great for softening up those hard targets. They also both have some nice Buffs. 

     - /Thermal has great buffs and good debuffs. It also has a fun Rez power that can blast the snockers out of the opponents. You want to clear some breathing room for your downed comrade? Power of the Phoenix is your buddy.

     

    Dominators

    Honestly, I think this is where you will fare the best.

    Earth/Fire - As you mentioned, the /Fire secondary is good for making up the damage deficiency of Earth/. Unlike many Dom secondaries, /Fire has good ranged attacks, which synergizes well with Earth/ since it is also mostly ranged (you can skip Salt Crystals). 

    Earth/Earth - Also of note, in terms of damage secondary, is /Earth. It is more melee and single target focused, but those stone hammers hit HARD. Lock 'em and clock 'em with this one.

     

    Anyway, hope that helps! Have fun!

    • Like 1
  9. On 1/13/2021 at 5:07 PM, Tacheyon said:

     

    In the options tab go to the Keybinds tab and scroll to the botton.  There is a option for Toggle Screenshot UI.  You can set up a keybind (I use Ctrl-Z) to toggle it.

    Isn't this F12 by default?

     

    4 hours ago, srmalloy said:

    Or you can use the 'screenshotui' slash command -- '/screenshotui 0' will turn off the UI in screenshots, '/screenshotui 1' turns it on in screenshots. This only affects the saved screenshot; you still see your UI normally, regardless of the state of that flag.

    Oh wow, this is a useful command!

     

     

  10. 2 hours ago, Voltak said:

    I am not sure what has changed with this new outlet to play the game 

    Then why are you commenting? Lots has changed since sunset. 

     

    Also, you two are saying the same thing.

    22 hours ago, 5099y_74c05 said:

    TLDR; I would rank them like this:

    Top tier: Fire/ or Plant/ and /Kin.

    And

    16 hours ago, Voltak said:

    If you want to farm, and you want a controller, the best way to go is fire/kin with plant/kin being very close or just as equal depending on what map you are doing . 

    Instead of wasting a lot of space and time confusing the readers with both your ramblings, how about you both post your builds, and anyone interested can head on over to the Test server to see which one is better? Jeez.

  11. So, last night, I decided to solo Ice Mistral's SF on my (supposedly) tricked out Grav/Storm/Ice. SF max level was 40, so no Incarnates or Epics. I was being lazy/half-asleep, so doing it on a lame-o setting like +1x3 or something. Steamrolling through it, of course. Forgot I had AVs still turned on. Got to the last mission to beat up Mage Archus. Ran into a bit of trouble with him. So, my first question is, Can a Grav/Storm beat an AV at all? Not sure if she has the debuffs/damage to do it, even properly tricked out? If so, what are the proper tricks? Money is no issue, so whatever she needs, let me know.  Build in the spoiler.

     

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 3.0.1.9
    https://github.com/Reborn-Team/Hero-Designer

    Click this DataLink to open the build!

    Violeta V3 Ice 2: Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Lift -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(3), Dcm-Dmg/Rchg(3), Dcm-Dmg/EndRdx(5), Dcm-Acc/Dmg(5)
    Level 1: Gale -- FrcFdb-Acc/KB(A)
    Level 2: Gravity Distortion -- SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprWiloft-EndRdx/Rchg(7), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprWiloft-Rchg/Dmg%(9)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 6: Propel -- Dcm-Acc/Dmg(A), Dcm-Dmg/Rchg(15), Dcm-Acc/Dmg/Rchg(15), Dcm-Dmg/EndRdx(17), FrcFdb-Rechg%(17), Dcm-Build%(19)
    Level 8: Crushing Field -- GrvAnc-Hold%(A)
    Level 10: Fly -- WntGif-ResSlow(A)
    Level 12: O2 Boost -- Pnc-Heal/+End(A), Pnc-Heal(19), Pnc-Heal/Rchg(21)
    Level 14: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 16: Steamy Mist -- LucoftheG-Def/Rchg+(A), ImpSki-Status(21), StdPrt-ResKB(23), StdPrt-ResDam/Def+(23), GldArm-3defTpProc(25), LucoftheG-Def(25)
    Level 18: Gravity Distortion Field -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(27), UnbCns-Acc/Rchg(27), UnbCns-Acc/Hold/Rchg(29), UnbCns-Hold/Rchg(29)
    Level 20: Freezing Rain -- TchofLadG-DefDeb(A), ShlBrk-%Dam(31), TchofLadG-%Dam(31), ImpSwf-Dam%(31), Bmbdmt-+FireDmg(33)
    Level 22: Hurricane -- HO:Enzym(A), HO:Enzym(33)
    Level 24: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(33), Rct-ResDam%(34)
    Level 26: Wormhole -- SuddAcc--KB/+KD(A), AbsAmz-EndRdx/Stun(34), AbsAmz-ToHitDeb%(34), AbsAmz-Acc/Rchg(36), AbsAmz-Acc/Stun/Rchg(36), AbsAmz-Stun/Rchg(36)
    Level 28: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 30: Tactics -- GssSynFr--Build%(A)
    Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(37), ExpRnf-Dmg/EndRdx(37), ExpRnf-Acc/Dmg/Rchg(37), ExpStr-Dam%(39), HO:Endo(39)
    Level 35: Tornado -- ExpRnf-Dmg/EndRdx(A), ExpRnf-Acc/Dmg/Rchg(39), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-Acc/Dmg(40), SuddAcc--KB/+KD(40), SprOvrPrs-Rchg/Energy Font(42)
    Level 38: Lightning Storm -- Apc-Dmg/Rchg(A), Apc-Dmg(42), Apc-Acc/Dmg/Rchg(42), Apc-Dam%(43), Apc-Acc/Rchg(43), ExpStr-Dam%(43)
    Level 41: Hibernate -- RechRdx-I(A)
    Level 44: Frost Breath -- Bmbdmt-+FireDmg(A), PstBls-Acc/Dmg(45), PstBls-Dmg/Rchg(45), PstBls-Dmg/Rng(45), PstBls-Acc/Dmg/EndRdx(46), PstBls-Dam%(46)
    Level 47: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(47), Rgn-Acc/Rchg(47), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(48), PstBls-Dam%(48)
    Level 49: Frozen Armor -- LucoftheG-Def/Rchg+(A), UnbGrd-Max HP%(49), LucoftheG-Def(49)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment 
    Level 1: Prestige Power Dash -- Jump-I(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 -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), RgnTss-Regen+(11), Prv-Absorb%(11), Mrc-Rcvry+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EffAdp-EndMod(A)
    Level 1: Momentum 
    Level 50: Ageless Total Core Invocation 
    Level 50: Musculature Core Paragon 
    ------------
    ------------
    Set Bonus Totals:

    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 4.5% Max End
    • 4% Enhancement(Confused)
    • 4% Enhancement(Held)
    • 4% Enhancement(Stunned)
    • 4.4% Enhancement(Terrorized)
    • 8% Enhancement(Immobilized)
    • 8% Enhancement(Sleep)
    • 118.8% Enhancement(RechargeTime)
    • 69% Enhancement(Accuracy)
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 145 HP (14.25%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 51.25%
    • MezResist(Held) 51.25%
    • MezResist(Immobilized) 51.25%
    • MezResist(Sleep) 51.25%
    • MezResist(Stunned) 51.25%
    • MezResist(Terrorized) 51.25%
    • MezResist(Teleport) 100% (20% chance)
    • 18.5% (0.31 End/sec) Recovery
    • 46% (1.95 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 8% Resistance(Smashing)
    • 28.25% Resistance(Fire)
    • 28.25% Resistance(Cold)
    • 14% Resistance(Energy)
    • 14% Resistance(Negative)
    • 8% Resistance(Toxic)
    • 8% Resistance(Psionic)
    • 8% Resistance(Lethal)
    
    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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    		|C55D937AB99B83134D9656784FEE73FCAEBBF779AFDECB927DEF7F57FB637C4687D|
    		|5DA6DEEE247F0B8B3D22E5DAC04C60B55E3FFFC33EAAD|
    		|-------------------------------------------------------------------|

     

  12. So, on my Ill/Traps that both solos and teams like a monster, the only things I skipped were Spectral Wounds and Time Bomb. I *really* wanted to like Time Bomb because BIG BOOM, and I tried. I slotted it 7 different ways from Sunday and I tried all sorts of different tactics to get it to be useful. Just could not do it. That NINE second cast time just seems like an hour during combat. So, I dumped it.

     

    Regarding this, 

    On 9/10/2020 at 4:22 PM, Aeroprism said:

    Edit: Oh and, so we're clear, I don't expect a controller to be soloable at level 6,

    you can totally solo a controller at 6th. Your worst problem is going to be END, but that's true of most any 6th level too.

    On 9/11/2020 at 2:29 PM, Hardship said:

    Illusion pets really are like playing with an inexperienced PUG!

    Yet, still smarter than MM pets!

  13. Yeah, I was a pretty common arguer in the old forums. I can't remember my forum name, might have been coach. My global was @VV. I played mostly on Protractor. My main Controller was Violeta V. Grav/Storm back when everyone hated both Gravity and Storm. I specifically took those for that reason. Turned out to be an incredibly strong combo, and I convinced many a PuGger that it could be done.

     

    Many arguments were had in the forums about the effective use of Wormhole, Tornado, Hurricane, Lightning Storm, and such. This was back before KB>KD IOs, so positioning was incredibly important. I was also one of the few on the side of heavily slotting a Controller for damage, instead of control duration. Oooohhh the flame wars were epic in those Controller forums. A few of us would make outrageous claims and everyone else would wail in pain.

     

    One of my favorite wars ever was when the ITF dropped and whether or not Controllers could manage those Romans. OMG the wails of agony when I claimed that Violeta prospered in old Rome. The cries of, "My controller doesn't work in Cimerora! WAAAAHHHHHH" Then I pointed out that Vio could solo clear the walls with little trouble. The fun we had.

     

    Of course, nowadays everyone plays a Grav/Storm, damage-slots their Controllers, and runs controller-only ITFs on max difficulty. Just as well, I guess, I'm too old and tired for those kinds of massive internet arguments these days. Ah, but the reminiscing is fun.

     

    Of course, I brought back the power pixie, Violeta. These days, you can usually find her massacring Romans on Everlasting. @V.V global because they no longer allow 2 letter names.

    • Like 1
    • Haha 1
  14. Like the Dominator ATOs I was bagging on yesterday, I do not use the Controller ATOs. I'll slot the procs somewhere for fun, but other than that, nope. The Controller and Dominator ATOs are the only ones that do not have a damage component and it is not okay. Even defenders and tankers ATOs add damage. The set bonuses are not that exciting, so there is no reason to gimp your damage just to fit them in. I use Purples or Winter Sets instead.

    • Like 1
  15. Ugh, I do not use the Dominator ATO sets. That is one of the real problems with Doms is that their ATO sets are such garbage. The last thing a Dominator needs much of is extra mezz duration.

     

    I slot most all attacks with damage sets, except the really low base damage ones. Low damage powers I mostly don't slot. One or two slots for Acc/Rech is pretty much all they get. They might get some procs, if the math works out.

     

    The one common exception to this rule is the AOE hold, which generally gets a 5-slot of Unbreakable Constraint. That is mostly for the set bonuses. But, also because I save it for my "oh shxt" power. I only use it when things go south and we need a breather. So, it really needs to hit and hold for a while.

     

    I do slot the procs, usually. The energy font is actually a pretty good little helper and still smarter than a MM pet. The +damage is not much, but doesn't hurt if you can slide it in.

  16. On 2/10/2021 at 9:10 PM, Coyote said:

    2.1: slot Frost Breath with max damage procs, and then Centrioles. Look at the damage in Mid's and shed tears of joy. Then use Wormhole and Freezing Rain, and breathe on the mobs before they scatter, and those tears will turn into ice-cold diamonds of exhilaration. Especially when you follow up with Ice Storm and basically 2-shot everything but the Bosses.

    Wow! I never noticed how much damage Frost Breath does! Thanks for the tip

  17. On 1/25/2021 at 5:47 PM, StriderIV said:

    Hi all,

     

    So I'm recently done a few TF's with Dom's on my team... and watched them basically solo it 😂

     

    A few things to keep in mind when seeing this. First, though it might look like they are basically soloing it, they are probably still under the benefits from teammate buffs, even if they run off on their own. Second, many ATs can solo TFs.  Depending on the difficulty setting, I would say any AT could solo a TF. Not any powerset combo, but most ATs will have some combos that can do it.  Soloing groups is way different than soloing AVs. I built a Mind/Psy dom to solo AVs. It did alright, but running regular content is a pain. To solo AVs you need to load up on armor, Defense and Resistance, that means sacrificing offense. Also, for AVs you need a really good single target chain. But, when doing groups, that will slow you down. So, some people will make two builds, one for groups, and then the other for AVs.

    • Like 2
  18. Please take a gander at my Storm/Grav/Ice and see what you think. My main concern is proc placement. I am still not entirely clear on all the minutiae (said in Rocket's voice) of how to maximize those, especially with all the pseudo-pets. DoT's, too. And, I know she is seems kind of squishy.

     

    Spoiler

    Hero Plan by Mids' Reborn : Hero Designer 3.0.1.9
    https://github.com/Reborn-Team/Hero-Designer

    Click this DataLink to open the build!

    Violeta V3 Ice: Level 50 Magic Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Lift -- Dcm-Acc/Dmg/Rchg(A), Dcm-Acc/EndRdx/Rchg(3), Dcm-Dmg/Rchg(3), Dcm-Dmg/EndRdx(5), Dcm-Acc/Dmg(5)
    Level 1: Gale -- FrcFdb-Rechg%(A)
    Level 2: Gravity Distortion -- SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(A), SprWiloft-EndRdx/Rchg(7), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(7), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprWiloft-Rchg/Dmg%(9)
    Level 4: Hasten -- RechRdx-I(A), RechRdx-I(13)
    Level 6: Propel -- Dcm-Acc/Dmg(A), Dcm-Dmg/Rchg(15), Dcm-Acc/EndRdx/Rchg(15), Dcm-Acc/Dmg/Rchg(17), Dcm-Build%(17), FrcFdb-Rechg%(19)
    Level 8: Crushing Field -- SprOvrPrs-Rchg/Energy Font(A), PstBls-Acc/Dmg(19), PstBls-Dmg/EndRdx(21), PstBls-Acc/Dmg/EndRdx(21), PstBls-Dam%(23), PstBls-Dmg/Rchg(23)
    Level 10: Fly -- WntGif-ResSlow(A)
    Level 12: O2 Boost -- Pnc-Heal(A), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25), Pnc-Heal/EndRedux(27), Pnc-Heal/+End(27)
    Level 14: Snow Storm -- PcnoftheT-Rng/Slow(A), PcnoftheT-EndRdx/Rchg/Slow(29)
    Level 16: Steamy Mist -- LucoftheG-Def/Rchg+(A), Ags-Psi/Status(29), StdPrt-ResKB(31), StdPrt-ResDam/Def+(31), LucoftheG-Def(31)
    Level 18: Gravity Distortion Field -- UnbCns-Dam%(A), UnbCns-EndRdx/Hold(33), UnbCns-Acc/Rchg(33), UnbCns-Acc/Hold/Rchg(33), UnbCns-Hold/Rchg(34)
    Level 20: Freezing Rain -- TchofLadG-DefDeb(A), ShlBrk-%Dam(34), TchofLadG-%Dam(34), ImpSwf-Dam%(36), PstBls-Dam%(36)
    Level 22: Hurricane -- DarWtcDsp-ToHitDeb/EndRdx(A), DmpSpr-ToHitDeb/EndRdx(36)
    Level 24: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(37), Rct-ResDam%(37)
    Level 26: Wormhole -- SuddAcc--KB/+KD(A), AbsAmz-EndRdx/Stun(37), AbsAmz-ToHitDeb%(39), AbsAmz-Acc/Rchg(39), AbsAmz-Acc/Stun/Rchg(39), AbsAmz-Stun/Rchg(40)
    Level 28: Afterburner -- LucoftheG-Def/Rchg+(A)
    Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 32: Singularity -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(42), ExpStr-Dam%(42)
    Level 35: Hibernate -- RechRdx-I(A)
    Level 38: Lightning Storm -- Apc-Dmg/Rchg(A), Apc-Dmg(42), Apc-Acc/Dmg/Rchg(43), Apc-Dam%(43), Apc-Acc/Rchg(43)
    Level 41: Tornado -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(45), ExpRnf-Acc/Dmg/Rchg(45), ExpRnf-EndRdx/Dmg/Rchg(45), SuddAcc--KB/+KD(46)
    Level 44: Frozen Armor -- UnbGrd-Max HP%(A), GldArm-3defTpProc(46), ImpSki-Status(46), LucoftheG-Def/Rchg+(47)
    Level 47: Ice Storm -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(47), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(48), PstBls-Dam%(49)
    Level 49: Tactics -- GssSynFr--Build%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment 
    Level 1: Prestige Power Dash -- Jump-I(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 -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run 
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A), RgnTss-Regen+(11), Prv-Absorb%(11), Mrc-Rcvry+(13)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EffAdp-EndMod(A)
    Level 1: Momentum 
    Level 50: Ageless Total Core Invocation 
    Level 50: Musculature Core Paragon 
    ------------
    ------------
    Set Bonus Totals:

    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 6% Defense(Melee)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 6% Defense(Fire)
    • 6% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 6% Defense(Ranged)
    • 6% Defense(AoE)
    • 4.5% Max End
    • 4% Enhancement(Confused)
    • 4% Enhancement(Held)
    • 4% Enhancement(Stunned)
    • 4.4% Enhancement(Terrorized)
    • 8% Enhancement(Immobilized)
    • 8% Enhancement(Sleep)
    • 126.3% Enhancement(RechargeTime)
    • 69% Enhancement(Accuracy)
    • GrantPower Preventive Medicine (10% chance, if Scourge)
    • 160.2 HP (15.76%) HitPoints
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 55%
    • MezResist(Held) 55%
    • MezResist(Immobilized) 55%
    • MezResist(Sleep) 55%
    • MezResist(Stunned) 55%
    • MezResist(Terrorized) 55%
    • MezResist(Teleport) 100% (20% chance)
    • 18.5% (0.31 End/sec) Recovery
    • 36% (1.53 HP/sec) Regeneration
    • 20% ResEffect(SpeedFlying)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(SpeedRunning)
    • 8% Resistance(Smashing)
    • 28.25% Resistance(Fire)
    • 28.25% Resistance(Cold)
    • 14% Resistance(Energy)
    • 14% Resistance(Negative)
    • 10.25% Resistance(Toxic)
    • 15.25% Resistance(Psionic)
    • 8% Resistance(Lethal)

    | Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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    		|-------------------------------------------------------------------|

     

     

    OPTIONAL JABBERING

     

    Talk about CRAZY, I was one of the few to make a Grav/Storm way back during the pre-IO days. Funny enough, I chose the combo back then because it seemed to be the two most hated sets in the Controller AT. As a rebellious "youth", I wanted to prove to everyone that they could both be played without ruining everything. Little did I, or most others, know at the time how powerful a combo they made. Even back in the days before KB->KD IOs, you could rule the mobs without wrecking team play. Of course, nowadays it seems like one of the most popular combos around.

     

    Anyway, many years later, here we are, and I am STILL tweaking this dang thing to get every erg of power out of it. First thing you might ask is, "why the HECK does a Grav/Storm/Ice need 196% global recharge bonus???" Well, you know how your grandparents or great grandparents went through the Great Depression and turned into hoarders? Well, I remember back when, even at max level we had to wait for powers to come back up. I remember when IO sets first came out and LotG +Recharges were like 2 billion Inf each. I remember spending hours and hours arbitraging to raise the funds to buy them. So, nowadays, it seems like I only know how to build for recharge, at the expense of most everything else.

     

    Also, I clearly focus on damage more than control or debuff. Also a controversial habit I picked up back on Live. To me, it seems like the base durations of controls are plenty long, and what controllers really need to do is shore up their damage. As far as debuffing goes, well, dead is the best debuff. But, in most good teams, the stacking of all the debuffs from teammates adds up fast and weakens the opponents plenty. These days that is even more true with all the high speed steamrolling. Even at +4x8, most stuff melts away just from damage, so debuffs are even less needed. 

     

    My main issue is that she might be too squishy to deal with AVs. I am thinking about making up a second build just for AV killing, one with plenty of durability. If anyone has a Grav/Storm AV killin' build handy, I'd love to see it.

  19. 21 hours ago, oedipus_tex said:

     

     

    Most primaries more or less break even when compared Dominator vs Controller. It depends on what you value: support vs a more direct approach. The Dominator is often the better soloist and usually has more independence. On a league, the Controller is usually a better choice than a Dominator. But it depends. 


    Mind Control for example is clearly better on Dominators. I don't consider Mind Control the strongest Dominator primary, but it is way better than Mind Control on Controllers. 

    Low damage elemental Control sets like Electric, Earth, and Ice also benefit a lot from having an Assault set to supply their missing damage. That's because even with the bonuses from the Support set they still usually can't kick up enough damage to compete. These aren't strictly better or worse than Dominators, altho in some cases the damage is so low some people may not even consider these control sets on a Controller

     

    Dark Control is about as middle of the road as you can get. Not great damage on a Controller, still good on a Dominator.

     

    Plant is Plant and deserves its own essay. It's a leader on both archetypes.

    Fire Control is debatable. You can make a pretty mean Fire Dominator. The question I always have about Fire Dominators though is why bother when you can roll a Blaster and get a better version of the key power, Hot Feet and still get Bonfire? Controllers are mostly immune to this comparison. Fire Control on Dominators really did not make out well with the recent Blaster buffs IMO. That said, Mag 6 Flashfire and mezz protection in dom mode isn't nothing so the Dominator might work out for some people.

    Gravity meanwhile is opposite of Mind Control, much better on the Controller than Dominator. This isn't to say some Dominators don't deal more damage than Controllers, just that for the modest amount of extra damage you trade away a huge amount of flexibility. Gravity Controllers do not struggle to solo like Mind, Electric, Earth, or Ice Controllers do so transitioning to a Dominator provides less lift.  

    Quoted for emphasis. This is one of the best analysis of this that I have seen.

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