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Everything posted by Sovera
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Welp, that's an easy fix then. With double repel + KB this is a terrible soft CC. I just want more AoE, I want to be able to have an AoE chain and not stop and do ST attacks to filler. The upside is that the build plays a lot like a scrapper. No buffs to keep track of (other than our purple) and no worries about CC. Just jump into a pack, unleash hell, ignore the leftovers and go pick another pack once Inferno + Aim is back up while the leftovers run after us. The difference is that we don't need to chase stragglers or worry about positioning.
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Thanks to Justin I went to test this with the 32.5% build. Went all the way to +4/8 on the Comic Con S/L farm (picked at random, we're not S/L focused) without a problem. I would go to a patrol, pop Aim, pop Inferno, Fireball, RoF, then filler and Fireball once back up. When Aim would be almost up i would ignore the remains and look for another patrol and repeat. Eventually the leftovers would be chasing me and i didn't have to mop them up. Parasitic Leech was unnecessary. I was using Ablative Armor (very powerful) and occasionally Rebuild DNA (sort of meh, an insp would have done the same, almost). Definitely wants to use the vendor and trim what insps drop and a macro to combine them. Things I've noticed with the build: Survives easily even with offensive adaptation. Stamina was constantly at 90% which makes me think I can shuffle slots or even ditch powers. Blazing Bolt does KB but we cannot slot a KB>KD IO which makes the power much less useful. Boerderline do not want if I am to be honest. Rain of Fire scattering mobs is both a feature and a flaw since the scattering lets us regen. The few seconds waiting for Fireball to return are a bummer when we're surrounded by mobs and we're down to pewpewing with ST attacks. Conclusion: going to rework the build. Drop Parasitic and Athletic and see about working in Fire Cages and Fire Sword Circle for less AoE downtime.
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I was testing a concept that did not pan out very well. Thank god for Justin so I did not finish leveling and slotting it in the live servers just to be disappointed. It was a plant/MA based on the idea of using Envenom Blades to add a lot of extra ticks of damage, then pick Roots, Creepers, Caltrops, Sleet and Ice Storm under the idea that each tick of damage (76 ticks in both Sleet and Ice Storm) would have a tick of damage added. But no. Roots only gets the toxic damage on application, Caltrops works fine, Creepers only on application, and Sleet and Ice Storm only tick once a second for a triffle. Envenom blades does a % of the attack's damage, so my snipe was hitting for 250 damage and the toxic tick was 40 damage. On Sleet and Glacial Storm it was something like 0.22 toxic once a second, and all the other ticks during that second ignored. I picked a random map that had patroling packs which was my undoing too. I would seed a pack, then start dropping all those AoEs, then a second pack would come before Seeds was up again and the rush of damage would kill me quickly even at 45% S/L.
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I went to Justin to test, and woosh, even at 45% S/L I went down in seconds in a 0/8 S/L farm. As if I was naked. Those five percent chance hitting seems to add up pretty fast and I had no heals other than insps. I guess it's back to /Psi, though at the rate I went down I'm not sure the regen would have helped. I'll make a new test character tomorrow.
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I tried without success to edit Refractor Beam on Pines, but nothing I could do made it accept the changes. Only the short description tooltip (dmg, lethal, moderate, etc) could be altered but the description of refractor Beam stayed that of the snipe.
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It feels situational which was why I was asking. Building for 33% to all is harder but works for everything. But how situational? I left back in I14 so I don't know or even remember how common pure damage attacks are in the game. It's not so good to be tanking aimed at all content and suddenly faceplanting out of the blue.
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I'm toying with two builds. One has (easily) softcapped S/L defenses and more freedom of powers and slots. The has melee, ranged and AoE at 32.5% so it can all be softcapped with a small purple, but it's a verrrrry tight build in terms of slotting. For those who work out with builds with only softcapped S/L how do you find it in terms of defense and faceplanting?
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Are the procs worth it though? Pines show them as 70 damage. With PPM how much is that? Personally I went with -res and +recharge, though in my (limited) testing the +recharge is pretty slow in happening since Creepers tend to be a lazy pet sometimes taking ten or twenty seconds to actually spawn a tentacle once we have moved to the next pack.
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Someone answered! \o/ Yeah, I didn't list the Probe because I don't want to be in melee range more than I need to. In fact, I'm starting to think I ought to ditch Psychic Shockwave despite its numerous perks just because I'm not intending to be in melee for longer than it takes to use Drain Psyche.
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The no interrupting is just for Aid Other though.
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I currently have Strangler, Psi Dart, Mental Blast, just obtained Subdue and intend to grab Psionic Lance since with the incoming changes we won't need a lot of ToHit to make it quick. But I look at it and I start thinking I will simply have too many attacks once reaching perma-dom. We can ignore Psi dart being a weak T1. Subdue, Mental Blast and Psi Lance ought to be enough to juggle to always be casting something. But then I look at Strangler. It animates slowly but the hold is something we will want to spam anyway against an AV, against an EB, or just on something annoying we want out of the way. So at this point I'm thinking if a ST chain would not be better served by doing Strangler, Subdue and Psi Lance. It would free one power and four slots of which I am starved for. Strangler recharges in 2.3 seconds and has a 2.02 animation. Subdue recharges in 2.2 seconds and has a 1.67 animation Psi lance recharges in 5.8 seconds and has (fast snipe) a 1.2 animation. With my current Pine numbers: Strangler (four Basilisks and two Hamis) does 105. Subdue does 176 Psi Lance does 382 (these numbers will change after the patch) Mental Blast recharges in 2.3, animates in 1.67, and does 176 damage. Those are DPA values. But since it's a ST chain it's perhaps better to look at DPS values. So Strangler is 23 damage. Subdue is 52. Psi lance is 72. Mental blast is 56. Thoughts? Suggestions?
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I made this for my dom, and then thought of posting on all the sub-forums for more people to be aware of it, but, not sure how welcome it would be to cross post the same topic so many times. So I will just post it here so it pollinates across the boards by word of mouth. Edit: This is me returning a few months later. I will change the contents with what I learned in the meanwhile. I kept forgetting to use Hasten as soon as it was available, and I could see this was going to be a problem, so I researched (for way too long, it's almost four AM) and finally got something going that does not involve autohotkey or autohit. Part one: Edit: The problem with the movement keys was that they activated twice. Once on pressing and once on releasing. This made the original system unreliable since we would tap the movement key, Hasten would light up briefly but too briefly to activate, and then it would return to Domination. The solution to this was creating an 'empty' first file for the first key down, and the actual file with the power we want to auto. Create a directory where ever you'd like, but remember its path. In my case I just added a Binds folds to CoH so the files would not be lost in the clutter. So, for me, this is C:\games\CoH\Binds but you do you. If you use a different path remember to alter all the binds. In it create a file called Forward.txt. Place inside: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward2.txt". Notice how this is empty? It's so when we press the key nothing will happen, but on release it will call Forward2.txt. Now create another file and name it Forward2.txt. In it place: w "+forward$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt". Now we're cooking with gas! Unfortunately it will require two more files to achieve the same effect of before, but the auto system will be a *lot* more reliable. So now we repeat the steps and create Forward3.txt: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" and Forward4.txt: w "+forward$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\forward.txt" Now, inside the game, do: /bindloadfile c:\games\coh\binds\Forward.txt Now, whenever you move you will alternate between Domination and Hasten. It's still not perfect but getting there. But, you might ask, what if I'm just sitting there fighting a bag of HP safely hovering and not having to move. Won't it meant the skills will stop alternating? Well, I'm glad you asked it since it shows we are on the same page. Part two: Edit: While the original system worked it was not polished enough for the advanced option further below. What we do here is pick the skill we know we will use the most. For me it is my strongest hit, the one I always initiate combat (start with strongest hit, use second strongest, use weakest to fill for the strongest to be back up). For a Stalker it might be Assassin's Strike, for example. Create a file and name it Ranged.txt. in it place: 3 "powexec_slot 3$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\ranged2.txt". Replace 3 by any other key you will use for your attack of choice that will cycle the autos. Then create Ranged2.txt and place in it: 3 "powexec_slot 3$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\ranged.txt". Simple as. When ever we fire up a skill we fire the skill and alternate the autos. I made this for my AoEs in case I'm spamming those on a pack instead of using my ST skills on a bag of HP. So in my case, I did aoe.txt: lshift+2 "powexec_slot 7$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\aoe2.txt" and aoe2.txt: lshift+2 "powexec_slot 7$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\aoe.txt" Don't forget /bindloadfile c:\games\coh\binds\ranged.txt and /bindloadfile c:\games\coh\binds\aoe.txt. Edit: The advanced option lays in using these files to combine inspirations. While we level it is useful to have neat little rows of purples and greens, but once at max level with our defenses securely in place there is hardly a need for this and we can make better use of having a tray filled with reds. What we can do is make use of the files we created to add this, but, due to the fact that a bind can only have 255 characters we are forced to split the original files into multiples. So we go back to the Forward.txt file and turn it into: w "+forward$$inspcombine catch_a_breath luck$$inspcombine Insight Enrage$$inspcombine Respite Enrage$$inspcombine Luck Enrage$$inspcombine Catch_a_Breath Enrage$$bindloadfilesilent c:\games\CoH\binds\forward2.txt" Forward2.txt becomes: w "+forward$$inspcombine Keen_Insight Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Good_Luck Focused_Rage$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt" Forward3 becomes: w "+forward$$inspcombine Emerge Focused_Rage$$inspcombine Rugged Focused_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" Forward4 becomes: w "+forward$$pow_exec_auto domination$$inspcombine second_wind Righteous_Rage$$inspcombine Sturdy Enrage$$inspcombine Break_Free Enrage$$bindloadfilesilent c:\games\CoH\binds\forward5.txt" And due to the character limitations we are forced to add a Forward5.txt to have the rest of the inspirations: w "+forward$$inspcombine rugged good_luck$$inspcombine Resurgence Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Take_a_Breather Focused_Rage$$bindloadfilesilent c:\games\CoH\binds\forward.txt" I turned off Breakfrees and Awakens at the P2W vendor. Combine this with /bind F1 "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite" to eat greens where ever they may be in the tray, and /bind F2 "inspexec_name Righteous Rage$$inspexec_name Focused Rage$$inspexec_name Enrage" to do the same but with reds. This can be added to the Ranged.txt and AoE.txt files as well, as long as the 255 character limit is respected thus having to break down the files into multiples. The discerning reader might have notice how this allows for the cycling of Destiny and Hybrid incarnates as well, and indeed it does though they ought to be used more when needed, but, in the name of laziness (isn't it this a lot of laziness in the first place just to combine insps and not having to remember to click on hasten and domination?) then yes, respect the 255 character limit and add to the files. Edit: Caveat to the system. The Forward option will now work fine anywhere, anytime, but the attacks will toggle and detoggle the auto if spammed. They will also queue the auto *after* the attack, so if queuing attacks without a break the auto will never go off even as they alternate. Enjoy o/ Edit: I will add my current files so people can see what I am using on my Sentinel.
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It was the method that worked for me, but if you wish to test it and see if your method works then the fewer the files the better, yes. Let me know what you get.
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Edit: This is me returning a few months later. I will change the contents with what I learned in the meanwhile. I kept forgetting to use Hasten as soon as it was available, and I could see this was going to be a problem, so I researched (for way too long, it's almost four AM) and finally got something going that does not involve autohotkey or autohit. Part one: Edit: The problem with the movement keys was that they activated twice. Once on pressing and once on releasing. This made the original system unreliable since we would tap the movement key, Hasten would light up briefly but too briefly to activate, and then it would return to Domination. The solution to this was creating an 'empty' first file for the first key down, and the actual file with the power we want to auto. Create a directory where ever you'd like, but remember its path. In my case I just added a Binds folds to CoH so the files would not be lost in the clutter. So, for me, this is C:\games\CoH\Binds but you do you. If you use a different path remember to alter all the binds. In it create a file called Forward.txt. Place inside: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward2.txt". Notice how this is empty? It's so when we press the key nothing will happen, but on release it will call Forward2.txt. Now create another file and name it Forward2.txt. In it place: w "+forward$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt". Now we're cooking with gas! Unfortunately it will require two more files to achieve the same effect of before, but the auto system will be a *lot* more reliable. So now we repeat the steps and create Forward3.txt: w "+forward$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" and Forward4.txt: w "+forward$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\forward.txt" Now, inside the game, do: /bindloadfile c:\games\coh\binds\Forward.txt Now, whenever you move you will alternate between Domination and Hasten. It's still not perfect but getting there. But, you might ask, what if I'm just sitting there fighting a bag of HP safely hovering and not having to move. Won't it meant the skills will stop alternating? Well, I'm glad you asked it since it shows we are on the same page. Part two: Edit: While the original system worked it was not polished enough for the advanced option further below. What we do here is pick the skill we know we will use the most. For me it is my strongest hit, the one I always initiate combat (start with strongest hit, use second strongest, use weakest to fill for the strongest to be back up). For a Stalker it might be Assassin's Strike, for example. Create a file and name it Ranged.txt. in it place: 3 "powexec_slot 3$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\ranged2.txt". Replace 3 by any other key you will use for your attack of choice that will cycle the autos. Then create Ranged2.txt and place in it: 3 "powexec_slot 3$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\ranged.txt". Simple as. When ever we fire up a skill we fire the skill and alternate the autos. I made this for my AoEs in case I'm spamming those on a pack instead of using my ST skills on a bag of HP. So in my case, I did aoe.txt: lshift+2 "powexec_slot 7$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\aoe2.txt" and aoe2.txt: lshift+2 "powexec_slot 7$$pow_exec_auto domination$$bindloadfilesilent c:\games\CoH\binds\aoe.txt" Don't forget /bindloadfile c:\games\coh\binds\ranged.txt and /bindloadfile c:\games\coh\binds\aoe.txt. Edit: The advanced option lays in using these files to combine inspirations. While we level it is useful to have neat little rows of purples and greens, but once at max level with our defenses securely in place there is hardly a need for this and we can make better use of having a tray filled with reds. What we can do is make use of the files we created to add this, but, due to the fact that a bind can only have 255 characters we are forced to split the original files into multiples. So we go back to the Forward.txt file and turn it into: w "+forward$$inspcombine catch_a_breath luck$$inspcombine Insight Enrage$$inspcombine Respite Enrage$$inspcombine Luck Enrage$$inspcombine Catch_a_Breath Enrage$$bindloadfilesilent c:\games\CoH\binds\forward2.txt" Forward2.txt becomes: w "+forward$$inspcombine Keen_Insight Focused_Rage$$inspcombine Dramatic_Improvement Focused_Rage$$inspcombine Good_Luck Focused_Rage$$pow_exec_auto hasten$$bindloadfilesilent c:\games\CoH\binds\forward3.txt" Forward3 becomes: w "+forward$$inspcombine Emerge Focused_Rage$$inspcombine Rugged Focused_Rage$$inspcombine Uncanny_Insight Righteous_Rage$$bindloadfilesilent c:\games\CoH\binds\forward4.txt" Forward4 becomes: w "+forward$$pow_exec_auto domination$$inspcombine second_wind Righteous_Rage$$inspcombine Sturdy Enrage$$inspcombine Break_Free Enrage$$bindloadfilesilent c:\games\CoH\binds\forward5.txt" And due to the character limitations we are forced to add a Forward5.txt to have the rest of the inspirations: w "+forward$$inspcombine rugged good_luck$$inspcombine Resurgence Righteous_Rage$$inspcombine Phenomenal_Luck Righteous_Rage$$inspcombine Take_a_Breather Focused_Rage$$bindloadfilesilent c:\games\CoH\binds\forward.txt" I turned off Breakfrees and Awakens at the P2W vendor. Combine this with /bind F1 "inspexecname resurgence$$inspexecname dramatic_improvement$$inspexecname respite" to eat greens where ever they may be in the tray, and /bind F2 "inspexec_name Righteous Rage$$inspexec_name Focused Rage$$inspexec_name Enrage" to do the same but with reds. This can be added to the Ranged.txt and AoE.txt files as well, as long as the 255 character limit is respected thus having to break down the files into multiples. The discerning reader might have notice how this allows for the cycling of Destiny and Hybrid incarnates as well, and indeed it does though they ought to be used more when needed, but, in the name of laziness (isn't it this a lot of laziness in the first place just to combine insps and not having to remember to click on hasten and domination?) then yes, respect the 255 character limit and add to the files. Edit: Caveat to the system. The Forward option will now work fine anywhere, anytime, but the attacks will toggle and detoggle the auto if spammed. They will also queue the auto *after* the attack, so if queuing attacks without a break the auto will never go off even as they alternate. Enjoy o/ Edit: I will add my current files so people can see what I am using on my Sentinel.
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Plant/Kin. Softcapped defenses with a small purple, no haster, perma Crawlers.
Sovera replied to Sovera's topic in Controller
Shufle the sets around then. Both it and the Seed of Confusion slotting is done for the set bonus, not for the procs. -
I was curious myself about the interactions of Envenomed Blade and having asked it in several places none could answer me. Bless the devs and Justin. So, a quick and dirty test showed Envenomed Blade adding 1 point of toxic damage to an unenhanced skill. Bonfire, despite being a pseudopet, worked fine. Addin two damage IOs made the ticks go up to 2 points of damage.. It also worked on Caltrops.
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Plant/Kin. Softcapped defenses with a small purple, no haster, perma Crawlers.
Sovera replied to Sovera's topic in Controller
Valid points, I added it to the original. -
The AT is riddled with little problems between descriptions of powers that were just copy pasted, the bugs mentioned here, Blazing Blast in Fire not doing the damage it says it does, etc etc. We can hope the re-working of the Sentinel's inherent that is in the works will address most of these at the same time.
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This is the third iteration of the build I have been working on. I meant it to do whatever in the game, not just farm in a controlled environment, so I followed my own concept which is being *sturdy*. A super hero should not have a glass jaw and fold if a red boss hits us three times (especially since I made a Green Lantern homage). This means the character has capped S/L and has softcapped melee, ranged and AoE as long as we chew on a small purple. Do we *need* this much defense? I would say hardly (especially if just farming). Controllers CC a whole spawn and usually keep things under wraps for themselves or their party to take down. But, we are doing a TF, a second pack is pulled, chaos ensues, or we misclick and waste our Seeds on a mob that was just knocked back away from the pack and suddenly things are looking tight. This is my own concept of a CoH character, we must be sturdy, and we must be strong. So, the elephant in the room: no Hasten. Why? I feel that Hasten is something we should take when we have a goal in mind. I always take it, and I always work towards making it perma. But I was looking at the build and saw that my goal was having perma Crawlers. Without Hasten they are seven seconds off and the proc from Force Feedback or a second Siphon speed takes care of that. So I had no need for Hasten which opened the build. I took Rise of the Phoenix and the slotting it took allowed me to rearrange the whole build removing useless powers I had taken as fillers to mule sets. Now everything has a purpose: - Seeds of Confusion soaks the alpha. - Roots sets Containement. - Carrion Creepers do damage and soft CC and give extra recharge and the pet does what the pet does. - Fireblast for ST damage. - Fireball for much needed AoE damage. - Fire shield to finish capping S/L. - Rise of the Phoenix if we go down. Alternate power choices available would be: - Kill Fly and Afterburner and just take Super Speed, then use a jet pack to clear vertical obstacles. - Kill Teleport Friend and take Power Siphon back for those times you're exemplared down, or fighting a single tough mob and Fulcrum Shift will not be enough to reach the damage cap. It also debuffs enemies so it can help in an AV fight so consider this option. - @oedipus_tex makes a compelling argument to take Hasten in the post under. Take his tip in consideration and consider what could be removed, possibly Teleport Friend or Afterburner if switching to Super-Jump or Super-Speed. Regular engagement: - Approach while using Sprint to be semi stealthed and position yourself (also, if soloing and a pack is spread apart for some reason, Hover closer while using Sprint so the pack groups up to attack the pet), target the toughest mob in the pack, Seeds of Confusion, Fulcrum Shift, Roots, Strangler, Fireball, Fire Blast, Strangler, Roots. From then on it's the usual whack a mole. Keep attacking the tough mob with Fireball, Fire Blast and Strangler as your single-target chain and let your AoEs wipe the rest. I have not reached end-game (I keep on making alts and playing with Pines) so I do not know the best Incarnate choices. so opinion on this are welcome. The build: Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Controller Primary Power Set: Plant Control Secondary Power Set: Kinetics Power Pool: Flight Power Pool: Leadership Power Pool: Fighting Power Pool: Teleportation Ancillary Pool: Fire Mastery Hero Profile: Level 1: Strangler -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(7) Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(9), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(11), Prv-Absorb%(11) Level 2: Roots -- SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprWiloft-EndRdx/Rchg(13), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(15), SprWiloft-Rchg/Dmg%(17) Level 4: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(17), ShlWal-ResDam/Re TP(19) Level 6: Fly -- Flight-I(A) Level 8: Seeds of Confusion -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(19), CrcPrs-Acc/Rchg(21), CrcPrs-Acc/Conf/Rchg(21), CrcPrs-Conf/Rchg(23), CrcPrs-Conf(23) Level 10: Siphon Speed -- Acc-I(A), Acc-I(25) Level 12: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(27) Level 14: Boxing -- RzzDzz-Acc/Rchg(A), RzzDzz-EndRdx/Stun(27), RzzDzz-Acc/EndRdx(29), RzzDzz-Stun/Rng(29), RzzDzz-Acc/Stun/Rchg(31) Level 16: Increase Density -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(31), UnbGrd-Rchg/ResDam(31), UnbGrd-Max HP%(33), GldArm-3defTpProc(33) Level 18: Recall Friend -- RechRdx-I(A) Level 20: Speed Boost -- EndMod-I(A) Level 22: Afterburner -- LucoftheG-Rchg+(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx(34), UnbGrd-EndRdx/Rchg(34), UnbGrd-Rchg/ResDam(34) Level 26: Carrion Creepers -- Rgn-Knock%(A), Rgn-Acc/Rchg(36), Rgn-Dmg/Rchg(36), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg(37), FrcFdb-Rechg%(37) Level 28: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(37), LucoftheG-Def(39) Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/EndRdx(39), GssSynFr--ToHit/Rchg(39) Level 32: Fly Trap -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(40), ExpRnf-Dmg/EndRdx(40), ExpRnf-Acc/Dmg/Rchg(40), OvrFrc-Acc/Dmg/End/Rech(42) Level 35: Transference -- PrfShf-EndMod/Acc(A), EffAdp-EndMod/Acc(42), EffAdp-EndMod/Acc/Rchg(50) Level 38: Fulcrum Shift -- RechRdx-I(A) Level 41: Fire Ball -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Rchg/ImmobProc(42), SprFrzBls-Acc/Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/Rchg(43), SprFrzBls-Dmg/EndRdx/Acc/Rchg(43), SprFrzBls-Dmg/EndRdx(45) Level 44: Rise of the Phoenix -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg/EndRdx/Rchg(46), SprAvl-Rchg/KDProc(46) Level 47: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(48), Ags-ResDam(48), Ags-Psi/Status(48) Level 49: Fire Blast -- GldJvl-Acc/Dmg(A), Dvs-Acc/Dmg(50), Thn-Acc/Dmg(50) 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 -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Heal-I(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) ------------
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Though I was shouted down when I said it it's still my opinion that controllers are completely obsolete in the game as it stands now. Even as we level I don't feel it matters if we are there or not. We can be all proud of ourselves by locking a pack down and the team is killing it without a problem, but then go AFK and come back to see the team kept on going and had no problem in our absence. We do not add damage and our control is hardly needed. We may *feel* we are useful, but in fact we are a lot of flash and little substance. At 50 it just gets worse when people start slotting up for real. So what I do is work towards buffing and damage. We may not be *needed*, but we can speed things up to it takes less time. Taking less time is always appreciated. We work damage in so that we can help some, because, again, speed things up. Playing a corruptor or even a mastermind is more useful than a controller, in my opinion. A MM in particular can set their pets on aggressive on a pack along with the team, do damage, and just focus on their secondary to do some locking up or add buffs/debuffs. A corruptor will do this but with even more damage and no need to re-summon things. Me, for the heck of it and because I like the imps, I'm playing a fire/kin. Notice how it works with what I said. I'm buffing the party so they mow down faster, and with containment and pets and hotfeet I'm adding damage. And, yeah, I guess, I can do a bit of CC for the heck of it, but as you've noticed no one really cares about it. Even half slotted teams will mow down a TF. Now that said you picked an unfortunate combo. FF is weak nowadays. You could have gone for Cold and achieve just a smidgen less defense in your shields but also add a brutal -regen on AVS which *would* help the team defeat an AV faster, and a nice combo of CC and -res to help kill faster with Sleet. Nothing in FF is really helping PA either though neither will Cold. Time is a good baby since you buff your party, debuff the enemies to take more damage, has a heal you can spam and keep everyone topped off, and important, helps you boost your own defenses so you are not squishy (you can reach the defense softcap with it). Squishy is just a bad idea. There are those here (because we are in the Controllers sub-forum, and those who are here do so because they love their characters) who will say that no, Controllers are useful, but, eh, I say join a group, help them kill a few packs, then say you need to pick up the phone and watch them. Does their HP dip? Does anyone die? Is their progress slowed?
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This is very Specters of Path of Exile who do exactly what is being mentioned here. It has a host of small problems, like needing to go to a specific mission or place to 'capture' the minions, and be forced to return there if one of them dies. Over the years PoE smoothed this process, but yes, Specters were always pretty powerful due to the ability of picking and choosing the best mobs to use as a posse.
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Remember to throw a KB>KD IO if you just want KD instead of propelling mobs everywhere (better for teaming).
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I tried the superior Overpowering Presence on Justin. It was... so very bad. The little energy ball did 20 damage on a grey mob, and as the mob ran from me it tried to follow, paused to attack, failed, kept running after the mob, and eventually despawned.
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I kept looking for a MM build that used Bonfire, since I love that skill, but 100% of builds went for Power-Boost (for good reason I reckon). So I made one for myself. Lots of CC with all the flopping and Bonfire does decent damage. Combined with Time's double whammy of -slow and it's safe going. Other builds dictate we ignore travel powers and make do with base line, but I like flying, and I like flying fast so the build is not as min maxed as it could be. Pros: - Pets are softcapped as soon as level 28 if you have both the defense auras and Maneuvers since the Enforcer's Maneuvers will stack. THIS IS BIG! No need to wait until level 50+ and having collected a ton of inf to finally feel your pets are not squishy. - Bonfire makes us a pocket Controller on top of the -slows and -recharge. Cons: - No Tactics. Just can't fit everything. Perhaps if removing Temporal Selection though on the Arsonist it should help keeping him alive. - No Power-Boost. One BIG thing that annoys me to no end is being unable to fit in a slot, a single slot, one, measly, fricking slot, into Bonfire so that it can have a Force Feedback +chance to recharge. According to other people who tested ( ) it works just fine on Bonfire despite being a pseudo-pet. I WANT IT! But the 5% AoE defense is big and I just can't seem to find a way to retrieve those 5% from somewhere else. Perhaps more veteran heads can find a solution for this? That said even without the Force Feedback proc Chrono Shift is near perma, Hasten is near perma even with just one slot, our heal smacks us with a 42% heal every 5 seconds, and this without any incarnates involved. I personally will want Clarion since it's the weak point of a tankermind if our toggles drop, but despite everything I spend more time making builds and leveling them to 30-33 and then making new ones than playing the game proper so perhaps Clarion is not the best choice, or it gimps a MM in other ways? I'm interested in opinions on the subject. My thanks go to Dixa whose posts I've been stalking on Reddit and here and who has always found time to answer my constant leeching for his builds and ideas. The build in question (empty slots are for the Sudden Acceleration -KB IO): Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Science Mastermind Primary Power Set: Thugs Secondary Power Set: Time Manipulation Power Pool: Flight Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Heat Mastery Villain Profile: Level 1: Call Thugs -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(3), ExpRnf-Dmg/EndRdx(3), ExpRnf-Acc/Dmg/Rchg(5), ExpRnf-EndRdx/Dmg/Rchg(5), ExpRnf-+Res(Pets)(7) Level 1: Time Crawl -- EndRdx-I(A) Level 2: Temporal Mending -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(7), Pnc-Heal/Rchg(9), Pnc-Heal/EndRedux/Rchg(9), Pnc-Heal(11) Level 4: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/EndRdx(15), DarWtcDsp-ToHitdeb/Rchg/EndRdx(15), DarWtcDsp-ToHitDeb/Rchg(17) Level 6: Equip Thugs -- EndRdx-I(A) Level 8: Fly -- Flight-I(A) Level 10: Temporal Selection -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(17), NmnCnv-Heal/Rchg(19), NmnCnv-Heal/EndRdx/Rchg(19), NmnCnv-Heal(21), NmnCnv-Regen/Rcvry+(21) Level 12: Call Enforcer -- SprMarofS-Acc/Dmg/EndRdx(A), SprMarofS-Dmg/EndRdx(23), SprCmmoft-Acc/Dmg(23), SprCmmoft-Dmg/EndRdx(25), SprCmmoft-Acc/Dmg/EndRdx/Rchg(25), SprCmmoft-Rchg/PetAoEDef(27) Level 14: Hover -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(27), LucoftheG-Def(29), BlsoftheZ-ResKB(29) Level 16: Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(31), BslGaz-Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(31) Level 18: Gang War -- SvrRgh-PetResDam(A), EdcoftheM-PetDef(33), CaltoArm-+Def(Pets)(33) Level 20: Hasten -- RechRdx-I(A) Level 22: Time Stop -- Lck-Acc/Hold(A), Lck-Acc/Rchg(33), Lck-Rchg/Hold(34), Lck-EndRdx/Rchg/Hold(34), Lck-Acc/EndRdx/Rchg/Hold(34), Lck-%Hold(36) Level 24: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(36), LucoftheG-Def(36) Level 26: Call Bruiser -- SprMarofS-EndRdx/+Resist/+Regen(A), SprMarofS-Acc/EndRdx(37), SprMarofS-Acc/Dmg(37), SprMarofS-Dmg(37), EdcoftheM-Acc/Dmg/EndRdx(39), Empty(50) Level 28: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(39) Level 30: Afterburner -- LucoftheG-Rchg+(A) Level 32: Upgrade Equipment -- EndRdx-I(A) Level 35: Bonfire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Rchg/ImmobProc(40), SprFrzBls-Acc/Dmg/EndRdx(40), SprFrzBls-Acc/Dmg/Rchg(40), SprFrzBls-Dmg/EndRdx/Acc/Rchg(42), Empty(42) Level 38: Chrono Shift -- PrfShf-EndMod/Rchg(A), EffAdp-EndMod/Rchg(42), PrfShf-EndMod/Acc/Rchg(43) Level 41: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(45) Level 44: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46), UnbGrd-Max HP%(46), UnbGrd-ResDam(46), UnbGrd-ResDam/EndRdx(48), UnbGrd-ResDam/EndRdx/Rchg(48) Level 47: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(50) Level 49: Slowed Response -- AchHee-ResDeb%(A) Level 1: Brawl -- Empty(A) 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 1: Supremacy Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal(A), Mrc-Rcvry+(11), Pnc-Heal/+End(13) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod/Acc(13), PrfShf-EndMod(50) ------------