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Dahle

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Posts posted by Dahle

  1. I also went all in on Stone (no Hurl Boulder).  I skipped Hasten, one less thing for me to think about as I will probably run Auto on Earth's Embrace.  I wanted Seismic Smash really bad.

     

    I hate that jolting Chain is not the best Proc power, but I still like the procs in it.  Just a personal choice for sure.

     

    Spoiler

    This Hero build was built using Mids Reborn 3.4.6
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Poison
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Tesla Cage

    • (A) Lockdown - Chance for +2 Mag Hold
    • (3) Devastation - Chance of Hold
    • (3) Superior Will of the Controller - Recharge/Chance for Psionic Damage
    • (5) Superior Overpowering Presence - RechargeTime/Energy Font
    • (5) Ghost Widow's Embrace - Chance of Damage(Psionic)

    Level 1: Envenom

    • (A) Shield Breaker - Chance for Lethal Damage
    • (7) Achilles' Heel - Chance for Res Debuff
    • (7) Touch of Lady Grey - Chance for Negative Damage

    Level 2: Chain Fences

    • (A) Ragnarok - Damage
    • (11) Ragnarok - Damage/Recharge
    • (13) Ragnarok - Damage/Recharge/Accuracy
    • (13) Ragnarok - Recharge/Accuracy
    • (15) Ragnarok - Damage/Endurance

    Level 4: Weaken

    • (A) Deflated Ego - Chance for Recovery Debuff
    • (15) Cloud Senses - Chance for Negative Energy Damage

    Level 6: Jolting Chain

    • (A) Decimation - Chance of Build Up
    • (17) Devastation - Chance of Hold
    • (17) Apocalypse - Chance of Damage(Negative)
    • (19) Gladiator's Javelin - Chance of Damage(Toxic)
    • (19) Explosive Strike - Chance for Smashing Damage

    Level 8: Conductive Aura

    • (A) Power Transfer - EndMod
    • (29) Power Transfer - Damage/EndMod
    • (46) Power Transfer - Chance to Heal Self
    • (48) Performance Shifter - EndMod
    • (48) Performance Shifter - Chance for +End
    • (49) Preventive Medicine - Chance for +Absorb

    Level 10: Super Speed

    • (A) Celerity - +Stealth

    Level 12: Static Field

    • (A) Fortunata Hypnosis - Sleep
    • (21) Fortunata Hypnosis - Sleep/Recharge
    • (21) Fortunata Hypnosis - Sleep/Recharge/Accuracy
    • (23) Fortunata Hypnosis - Recharge/Accuracy
    • (23) Fortunata Hypnosis - Sleep/Endurance

    Level 14: Combat Jumping

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
    • (25) Kismet - Accuracy +6%
    • (25) Shield Wall - +Res (Teleportation), +5% Res (All)

    Level 16: Maneuvers

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 18: Paralyzing Blast

    • (A) Basilisk's Gaze - Accuracy/Recharge
    • (27) Basilisk's Gaze - Recharge/Hold
    • (27) Basilisk's Gaze - Endurance/Recharge/Hold
    • (29) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold

    Level 20: Tactics

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (31) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (33) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 22: Synaptic Overload

    • (A) Coercive Persuasion  - Contagious Confusion
    • (33) Coercive Persuasion  - Confused/Recharge
    • (34) Coercive Persuasion  - Confused/Recharge/Accuracy
    • (34) Coercive Persuasion  - Recharge/Accuracy
    • (34) Coercive Persuasion  - Confused/Endurance

    Level 24: Paralytic Poison

    • (A) Lockdown - Chance for +2 Mag Hold
    • (36) Unbreakable Constraint - Chance for Smashing Damage
    • (36) Ghost Widow's Embrace - Chance of Damage(Psionic)
    • (36) Neuronic Shutdown - Chance of Damage(Psionic)

    Level 26: Boxing

    • (A) Empty

    Level 28: Poison Trap

    • (A) Unbreakable Constraint - Hold
    • (37) Unbreakable Constraint - Hold/Recharge
    • (37) Unbreakable Constraint - Hold/Recharge/Accuracy
    • (37) Unbreakable Constraint - Recharge/Accuracy
    • (39) Unbreakable Constraint - Hold/Endurance

    Level 30: Venomous Gas

    • (A) Dark Watcher's Despair - To Hit Debuff
    • (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (39) Dark Watcher's Despair - Recharge/Endurance
    • (40) Dark Watcher's Despair - To Hit Debuff/Endurance

    Level 32: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (40) Steadfast Protection - Knockback Protection
    • (40) Gladiator's Armor - TP Protection +3% Def (All)

    Level 35: Fissure

    • (A) Absolute Amazement - Chance for ToHit Debuff
    • (42) Absolute Amazement - Stun/Recharge
    • (42) Absolute Amazement - Stun/Recharge/Accuracy
    • (42) Absolute Amazement - Recharge/Accuracy
    • (43) Absolute Amazement - Stun/Endurance

    Level 38: Rock Armor

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 41: Seismic Smash

    • (A) Superior Blistering Cold - Recharge/Chance for Hold
    • (43) Lockdown - Chance for +2 Mag Hold
    • (43) Hecatomb - Chance of Damage(Negative)
    • (49) Touch of Death - Chance of Damage(Negative)

    Level 44: Weave

    • (A) Reactive Defenses - Defense
    • (45) Reactive Defenses - Defense/Endurance
    • (45) Reactive Defenses - Endurance/RechargeTime
    • (45) Reactive Defenses - Defense/RechargeTime
    • (46) Reactive Defenses - Defense/Endurance/RechargeTime
    • (46) Reactive Defenses - Scaling Resist Damage

    Level 47: Earth's Embrace

    • (A) Recharge Reduction IO
    • (47) Recharge Reduction IO
    • (47) Recharge Reduction IO

    Level 49: Vengeance

    • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

    Level 1: Containment 


    Level 1: Brawl

    • (A) Empty
    Level 1: Sprint
    • (A) Run Speed IO
    Level 2: Rest
    • (A) Empty
    Level 1: Swift
    • (A) Run Speed IO
    Level 1: Hurdle
    • (A) Jumping IO
    Level 1: Health
    • (A) Panacea - +Hit Points/Endurance
    • (9) Numina's Convalesence - +Regeneration/+Recovery
    • (9) Miracle - +Recovery
    Level 1: Stamina
    • (A) Power Transfer - Chance to Heal Self
    • (11) Performance Shifter - Chance for +End
    Level 10: Speed Phase 

    Level 50: Ion Radial Final Judgement 
    Level 50: Gravitic Radial Flawless Interface 
    Level 50: Cardiac Radial Paragon 
    Level 50: Rebirth Core Epiphany 
    Level 50: Control Core Embodiment 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Freedom Phalanx Reserve 
    Level 1: Defense Amplifier (1 hour) 
    Level 1: Survival Amplifier (1 hour) 
    ------------

     

  2. And really the title sums it up well.

     

    I've been playing Elec/Poison again.  Exclusively played solo and through missions in the Gold side zones.  I'm level 23 and in First Ward at this point.  I've been bad and I've just gone straight to proccing out the whole character and using SOs to fill in powers that I plans for higher levels sets in.

    Let me tell you how much fun this is.  I can run in to every encounter, drop Static Field and then just move through my powers one by one.  By the time Static Field drops, everything has no endurance and their ToHit is just piss poor.  The Debuffs are strong, the control is fun, and really it just works.  It is fun to see Envenom, Weaken and Jolting Chain spread through enemy groups.  Envenom and Weaken having procs go off has also been interesting.

     

    I have zero plans for group play at the moment, I don't have Alkaloid, skipping the Rez and don't care about Antidote.  I have nowhere to use these as I plan to skip Gremlins, they are just too dumb and out of control.  This playstyle is calculated.  All the chaos is in the proc chances.  At 50, I dont know what it will be able to handle.  I'm not pushing +4x8 at level 23 obviously.  

     

    So if you are just looking for a fun combo, give this a shot.

    • Like 2
  3. I have 4 level 50 Fire/Dark Controllers. It is honestly an amazing Solo and Team toon.  I haven't respec-ed any for Page 5 at the moment.  My flyer specifically runs Teleportation (Tele Targ, Teleport, Fold Space), Flight (Hover), Leadership (Maneuvers, Tactics, Veng), Speed (Haste) pools.  Psionic Mastery (Indomitable Will, Mind Over Body) for an Epic.  I soft-cap all positional Def (Edit: need to note that I run Amps to get the soft Capped Def) and have outstanding Regen/Rec from Soul Absorption.  Mine is built almost 100% for +Rech and Perma most everything (w/ incarnates Indomitable will is Perma also).

     

    Really it is about grouping mobs, immobilizing them, throwing Bonfire under them.  They melt and then pop Soul Absorption for the next group.  I prefer to put KB-KD Sudden Acceleration into my Bonfire as I do some pulls differently by setting up Tar Patch+Bonfire at a corner or in a hallway and pulling the mob into it with Darkest night.  Once in the patches, throw on an Immobilize.  As for the Overwhelming Force KB-KD enhancement, I put it in Imps, they can contribute to the mitigation with the number of attacks they put out.  But Imps quickly lose 1-2 and need to be resummoned a lot.

    I think the toggle Suppression change in page 4 is one of the biggest wins for Flying Fire/ Controllers as it allows Hot Feet to be less of a hassle.  Previously i would not play flight on Fire Control just because I'd be losing Hot Feet at the slightest Mez and then having to land to re-toggle it on.  Though the suppression is a bit long, it does make me a lot less annoyed and makes the toon much more fun.

    • Thumbs Up 1
  4. My list of /Dark just on Everlasting... I have a few repeats.

    Fire Dark
    Fire Dark
    Plant Dark
    Illusion Dark
    Fire Dark
    Plant Dark
    Ice Dark
    Dark Dark
    Electric Dark
    Gravity Dark
    Earth Dark

     


    But back on topic. /Nature pairs reasonably well with Illusion/ IMO.  But it isn't a toon I'd be playing solo if I made it.  I think it would make an enjoyable team toon because you have an excellent pet and some potent Debuffs for the enemies, but also a good bit of team oriented buffing/healing to do.  I could almost see this as mostly focused on the buffing of a team and only throwing out the occasional other item.  Might even be a good duo toon as it would be able to keep the other alive and eat a good bit of aggro.

  5. 18 hours ago, WitchofDread said:

    every troller i have ends up being /Dark Affinity. 

    Absolutely NOTHING wrong with this.  /Dark for controllers can be on another level.  Sometime I just wish it had a +Damage component.

  6. Ice Slick, I'm slotting Ragnarok.  Not necessarily for the damage increase but instead for the set bonuses and the large amount of +Rech the set offers to a now buffed power.  

    Cold Snap, I'm still not taking the power.  In my tests I didn't like it.  But I do see the possibility of maybe slotting some procs in it.  But I don't enjoy adding a Cone into a build that I prefer to play more in melee.  

     

    All in all, Ice Slick's changes are the big win IMO.  I'm happiest with my Ice/Time, it got a small boost to damage and the ability to slot a meaningful set bonus into a must take power that offers some of the set's soft mitigation.  On the Dominator side, my Ice/Ice/Ice gets to drop Ice Slick+Sleet+Ice Storm on a group of Immobilized foes for absolute hilarity and Ice Slick contributes to the already massively raining numbers.

    • Like 1
  7. 2 minutes ago, Uun said:
    • Twilight Grasp requires accuracy. Slot Theft of Essence or Touch of the Nictus.
    • Slot Tar Patch with 1 recharge IO.
    • Other than the set bonus, I wouldn't enhance Howling Twilight for stun. It's mag 2 and only affects minions.
    • Slot Spectral Terror for -tohit, not fear.
    • Slotting Soul Absorption for accuracy and damage is a waste. The power does no damage and the accuracy only affects the -tohit. The buff is autohit. I would move the Preventative Medicine from Twilight Grasp here.
    • Swap Group Invisibility for Superior Invisibility. 

    Just want to point out a few things, about the above.
    Twilight Grasp does need Acc but you're running tactics. I run Preventive Med in Twilight Grasp often and is hits very reliably.

    Yes, 1 Rech IO Tar patch is all you should slot
    Howling Twilight with the Stun Purple set is great.  You're getting great bonuses, so don't worry about the stun chance.  You'll get this up often for Rez and minor Mez
    Spectral Terror is a great place to slot the controller ATO

    Soul Absorption is best with 5 slot of something like Panacea IMO.  It'll give you a great Regen bonus, and you'll still have great Recovery bonus.

    Group invisibility is 100% viable in this build. Do not take Superior Invisibility.  You cannot run Sup Invis at the same time as Shadow Fall. Shadow Fall bonuses do not fall off in combat and is a team buff.  You can run Group Invis and hit it with Fade.

    Hope that helps.  I'm going to drop my Ill/Dark/Fire build. I run Flight instead of Sorcery.

    This Hero build was built using Mids Reborn 3.2.17
    https://github.com/LoadedCamel/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Darkness Affinity
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Blind -- Dcm-Build%(A), Dcm-Acc/Dmg(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(5)
    Level 1: Twilight Grasp -- Prv-Heal(A), Prv-Heal/EndRdx(7), Prv-EndRdx/Rchg(7), Prv-Heal/Rchg(9), Prv-Heal/Rchg/EndRdx(9), Prv-Absorb%(11)
    Level 2: Spectral Wounds -- Apc-Dmg(A), Apc-Dam%(13), Apc-Acc/Dmg/Rchg(15), Apc-Acc/Rchg(15), Apc-Dmg/EndRdx(17)
    Level 4: Fly -- BlsoftheZ-ResKB(A)
    Level 6: Hover -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(17), Ksm-ToHit+(19)
    Level 8: Tar Patch -- RechRdx-I(A)
    Level 10: Howling Twilight -- AbsAmz-Stun(A), AbsAmz-Stun/Rchg(19), AbsAmz-Acc/Stun/Rchg(21), AbsAmz-Acc/Rchg(21), AbsAmz-EndRdx/Stun(23)
    Level 12: Group Invisibility -- LucoftheG-Def/Rchg+(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 16: Shadow Fall -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(46)
    Level 18: Phantom Army -- OvrFrc-Dam/KB(A), SlbAll-Dmg(25), SlbAll-Dmg/Rchg(25), SlbAll-Acc/Dmg/Rchg(27), SlbAll-Acc/Rchg(27)
    Level 20: Fade -- LucoftheG-Def/Rchg(A), LucoftheG-EndRdx/Rchg(43), LucoftheG-Def/Rchg+(43), LucoftheG-Def/EndRdx/Rchg(43)
    Level 22: Darkest Night -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(29), DarWtcDsp-Rchg/EndRdx(29), DarWtcDsp-ToHitDeb/EndRdx(31)
    Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A)
    Level 26: Spectral Terror -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(31), SprWiloft-EndRdx/Rchg(31), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(33)
    Level 28: Soul Absorption -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(33), Pnc-Heal/Rchg(34), Pnc-Heal/EndRedux/Rchg(34), Pnc-Heal(34)
    Level 30: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(37)
    Level 32: Phantasm -- ExpRnf-Acc/Dmg(A), ExpRnf-Dmg/EndRdx(37), ExpRnf-EndRdx/Dmg/Rchg(39), ExpRnf-+Res(Pets)(39)
    Level 35: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(39), Rgn-Acc/Dmg/Rchg(40), Rgn-Acc/Rchg(40), Rgn-Dmg/EndRdx(40)
    Level 38: Dark Servant -- CldSns-ToHitDeb(A), CldSns-ToHitDeb/EndRdx/Rchg(42), CldSns-Acc/EndRdx/Rchg(42), CldSns-%Dam(42)
    Level 41: Boxing -- Hct-Dmg(A), Hct-Dmg/Rchg(45), Hct-Acc/Dmg/Rchg(45), Hct-Acc/Rchg(46), Hct-Dmg/EndRdx(46)
    Level 44: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(45)
    Level 47: Weave -- Rct-Def(A), Rct-Def/EndRdx(47), Rct-EndRdx/Rchg(47), Rct-Def/Rchg(47), Rct-Def/EndRdx/Rchg(48), Rct-ResDam%(48)
    Level 49: Fire Shield -- GldArm-ResDam(A), GldArm-3defTpProc(49)
    Level 1: Containment 
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clr-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Swift -- Run-I(A)
    Level 1: Hurdle -- Jump-I(A)
    Level 1: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11), Pnc-Heal/+End(13)
    Level 1: Stamina -- PrfShf-End%(A)
    Level 50: Agility Core Paragon 
    Level 50: Pyronic Core Final Judgement 
    Level 50: Reactive Core Flawless Interface 
    Level 50: Banished Pantheon Core Superior Ally 
    Level 50: Clarion Radial Invocation 
    Level 50: Assault Core Embodiment 
    Level 50: Portal Jockey 
    Level 50: Task Force Commander 
    Level 50: The Atlas Medallion 
    Level 50: Freedom Phalanx Reserve 
    Level 4: Afterburner 
    ------------

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  8. 4 minutes ago, gameboy1234 said:

     

    Thanks, I figured it was something like this.  Personally I think making a better newbie experience (for real newbies) is a very good idea.  The content by the original devs was somewhat lacking in this regard, unfortunately, and it's good to see the Homecoming Team paying attention here and taking some steps.

     

    The only thing I'd ask for, I think, would be a switch so experienced returning players can choose it and say "I don't want a newbie hand-holding experience" and skip past any forced path at the beginning.  I don't think this is needed yet, DFB and P2W allow any player to skip the early missions easily.  But in the future it might be needed.


    Tutorial: Y/N... you've skipped the real handholding when you say no... 

    • Haha 1
  9. Wanted to come and actually give feedback.  

    While I'm a little sad about my Prestige Costumes becoming general use via the BenevoLabs Hologram Vendor, I'm really excited.  This patch is quite a change to the game and I think change is just progress.  I know there are a number of individuals that aren't as excited and I know there are people that have just threatened to take their toys and leave all together.  I'll watch them go sadly but hope that they will in the future change their mind and come back.

     

    The other night during one of @Tax E's stream an individual, @herolife (I'm guessing their twitch is different than their homecoming account), made a profound point.  Everything we are getting right now is from a bunch of individuals that are volunteering their own time.  People that want this game to survive, progress and even flourish under the current constraints that they have.  They get nothing but the thanks we provide, or the hate we ignorantly give. They aren't some big company out to take our money.  I hope everyone here remembers that.

    Now, because I believe it is absolutely every person's responsibility to test what is put out there, and as the saying goes "if you don't vote, don't complain."  I'll give my 2 inf after playing on the Beta last night and then sleeping on it:

    1. I really appreciate the customization that has been added to the character creator.  I have no clue if that is hard or easy, but y'all kill it.  Even just getting 1-2 new things would make me happy, but you do more. Plus you answer requests, ie Tintable Aeon Gloves.  Sheathed Weapons will make dreams come true.
    2. The hologram thing is cool (I'll admit).  I'm sad but still like it.  It is just another little piece that makes the game cool.  It is like earnable cosmetics from Halloween, but all year long.
    3. Advanced difficulty, this is meat here.  We ran just a 1-star ITF to see the mechanics and enjoy.  Plus time constraints.  On a 4 man group, we had 14 deaths and finished in about 1 hour 45 minutes.  I think the team put together something wonderful and I look forward to additional implementation of this in the future for other things.
    4. New currency, I won't comment on.  I don't know what it'll truly be worth... yet. But I do hope there is a 1 way conversion to something like Merits or Emp Merits that would help create an idea of what these should be worth in the long run.
    5. Name Release is just ... omg ... I've been waiting.  This is excellent.  Just waiting for it to be implemented.
    6. New powers... I was skeptical.  But it seems that the sounds have been tuned to not be ear splitting and annoying.  They are bearable and I won't complain.  As a Controller main, I am excited to try out a Symphony toon.
    7. Aggro revamp is something that I see as a long term plus.  This'll make the game a little more difficult maybe.  I can't complain about that.
    8. Typing adjustments.... well some of my builds are DOA.  I think that is fine and expect it with changes.  I'll just work on them again and re-build.  I can and will make my toons work.  As for those that are freaking out because their one tank will now be weaker, you can also work on the build and try to make it better... sacrifices will be made.
    9. Toggle Suspension/Toggle Suppression, as pointed out, these are different.  I don't care if they are different.... THIS IS THE BEST!!!! I am very happy that only death will require me to spend forever turning everything back on manually.

    I know there is more.  But I feel long winded already.  And I hit everything that truly matters to me.   For those that want more criticisms of the AE changes, you won't find them here.  I'm cool with all that, my farmers can retire happy... and maybe come out to boost a toon here or there.  No wasted anything.  If you want XP in AE post-50, play the Developer Choice stuff.  I think a lot of people have missed the point, Pre-50 toons still gain xp and rewards, post-50 toons can unlock incarnate slots, and if the content is good and recognized as being so, it rewards players still.  Yes, this is a hit to AE farmers, no the economy won't crumble.  Am I happy, I don't know, I'll find out after it is live.

    Go. Hunt. Kill Skuls.
     

    • Like 4
    • Thumbs Up 4
  10. SG Name: Radiation Fund

    RP/RP Friendly: Sure, we don't necessarily RP but we aren't going to stop you. Some of us actually would probably join in if we had some RP happening

    Theme/Era: All toons have Radiation as a primary or Secondary

    Redside/Blueside: Blueside, right now...
    Server: Everlasting

    Recruitment Message:

    Looking to recruit a few players for a casual group that isn't rushing.  Toss me a PM me and we can chat about the group. You can also @ me in game w/ @Dahle.

    We run w/e when we feel like it on no real schedule.
    We'll pretty much only plan the toons when there is another person to group with.
    We try to keep the group around the same level and hope to continue all the way to 50 and beyond with the toons.  (Current highest is 26.)

    We prefer when grouping that you join us on discord.

     

    Hope to see you in game!

  11. 1 hour ago, Leo_G said:
    1 hour ago, krj12 said:

     

    I do have an Ice/Cold troller.  It's an ok combination, though very light in the dps.    There is only one power, Glacier, which requires me to be in combat range.

    I have no problem with the power,  and I use it when appropriate, but it doesn't make me feel like I have to use it constantly.

     

     

     

    What about Arctic Air?

    I feel naked playing an Ice controller without Arctic Air...

    • Like 1
  12. I will chime in, because this is interesting.  I enjoy playing things like Fire Control, Ice Control and Electric Control, all sets that benefit from being more in close or point blank range.  Though none are set in stone to the point of 'you MUST play melee.'

    A lot of this, in theory, will force a player to play in melee.  That isn't a bad thing, in some scenarios.  Though looking at it, I feel like you'll be forced into a defensive secondary as a controller and as a Dominator you'll be forced into Perma-Dom (but who doesn't do that).

     

    I do want to ask a few items though:

    1. Why is their no Single Target Hold? I understand the sleep and the mechanic there, but if a controller lacks that basic, it really isn't a control set anymore, it becomes a debuff set and might be better as a def primary or controller secondary.

    2. I think I read this earlier, but the Ray of Light Mechanic would probably be ignored, just like the /Time mechanic is ignored.  I liked the suggestion of making it a toggle, and maybe even an AoE toggle on an enemy.  This gives it more utility to be used and probably makes it a must take, though it would need to be weakened a bit.  It also would need to be moved out of the T1 spot probably. Maybe move the sleep to T1, put in a Hold at T2 and mix Ray of light and Twilight into an AoE toggle on an enemy power?

    3. I saw some slotting inconsistencies. And though I find the Sets that are To Hit Debuff to be more in line with what I look for, some of the powers probably should be changed to Accurate To Hit Debuff, like Ray of Light and Dazzling Glow.
    4. Your pet is intentionally made 'weak' so it explodes I am guessing?  But that makes me not want the Pet, it is almost completely skippable IMO.  Just like Fire Imps that die so easily.  I think an opposite of Dark Servant might fit as a pet better, something that throws a lot of Ranged Damage out instead of lots of debuffs (probably a lot of ST damage) to offset the lack of damage in the set, and a Ranged Damage dealing pet may not die so often because of the melee orientation of the set and how it pulls things in.

     

    So yeah, I'd try it. I mean I have 45 controllers in varying states of play, what is one more 🙂

  13. You are playing Plant... Everything is fun 🙂

    But I think Poison is a great Debuff set that brings a lot to the table and make it even more fun.
    Personally I play Plant/Dark.  But that is because I find /Dark to just be a spectacular and engaging set.  

    • Like 1
  14. 12 hours ago, Coyote said:

     

    I think that was bad advice. A Knockback proc would activate if you activate a power that does knockback. I think this can work if the power you activate is a summons that can do knockback (Tornado). However, Carrion Creepers does not summon the tendrils which do knockback, but rather a patch that only Immobilizes and summons tendrils. So the patch itself doesn't do knockback, which means that when you summon it, you're not summoning a power that does knockback but rather one that will eventually summon the powers with knockback. So I don't think that it can trigger upon you from Carrion Creepers.

    I am pretty sure this is correct.  The power is only going to activate the Force Feedback Proc on the initial cast of Creepers, and because it doesn't cause a knockback effect at that time, it won't proc the +Rech.

  15. I am a major fan of Psi Mastery.  I guess that is because I am always strapped for slots and I can get Psi for 2 powers (Indomitable Will and Mind Over Body) slot 0-3 slots in them and feel like I have exactly what I need.  IW removes the need for Clarion and is a LotG mule and Mind Over Body can mule a Resist IO of some sort if that is the best in slotting I have for it.  But at least 2 of my trollers have perma IW.  

    • Like 1
  16. I have a Fire/Dark, it is an AoE Monster and just plows through things, but as soon as something resists my KD in bonfire or gets moving while solo I usually seem to feel a bit afraid.  For a team, you still contribute all the great buffs to the team and you are in Melee more so Soul Absorption is easy to get on yourself.  
    My Ill/Dark isn't 50 atm, but it is a monster also with a good team oriented feel to it.  I can solo, though slower and I always feel safe because of PA.  I feel like this is a real team winner though.  You can contribute in so many places with PA tanking some, the Heal, the Endurance recovery, a ton of Def buffs for the whole team. Granted Fire has most of those too, I feel like when I play my Ill/Dark I am a lot more focused on the team then on the enemies because PA is my primary skill.  Plus Spec Terror is amazing. 

     

    Just my opinion.

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