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quixoteprog

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Everything posted by quixoteprog

  1. You can drag and drop from one page to the other. I think you just drag over to the left or right, depending on which way you want to move them, and that will cause the page to flip. Then you can drop on whichever slot you want.
  2. It is my understanding that all digital media lasts FOREVER, or 10 years, whichever comes first.
  3. I have found the solo king among my alts is the ill./rad. controller. However, my only lvl 50 brutes are farmers, so they are not built to solo real content. With perma Phantom Army (or even nearly so) as well as toggle debuffs to lower enemy defense, resistance and a click to lower regen I cannot think of a mission I can not solo with him.
  4. There already is an even BETTER solution, than that I think. If you are in search of a contact in your level range I believe you can click on the little blue button under the contacts tab labelled "Find Contact". It will present you a list of contacts in your level range. When you find the one you want, if you do not already know them, it will offer you the option to "Teleport to Contact". Click that button and it will teleport you directly to the contact so you can talk to them. Not ONLY is this a convenient way to find a new contact you can also use it as a makeshift travel power in a pinch. The teleport will only work with contacts you don't already know, however, so it is a one shot.
  5. Yes, I know vet levels keep going, just not the incarnate rewards. It is my understanding that they diminish and then peter out around 100-120. Sorry for not being more clear in that.
  6. I think you can turn it off, but if you don't you gain "veteran levels" Each of those will give you a set number of incarnate loot drops empyrean merits every three levels and threads on all the others. That does not go on forever, but for quite a while. I think for maybe 100+? Generally you don't want to turn off XP until you have all your incarnate powers slotted with T3 powers.
  7. I agree with Choking cloud and Fallout. I like mutation because it can be convenient. But since anyone can get a rez with the Physician accolade yeah, might still be skippable. I have not used EMP much, but doesn't it sap your end and stop end recovery for a while? Probably still better than flash, which does kind of suck, but it has drawbacks Flash doesn't. I currently have Flash but use it as a holder for superior WoTC. As for SI, I think they recently reduced the end cost of it so this may not be as necessary as once was. I have 2 end.red. and one LoTG and it seems ok. Also, noticed OP has Basilisk's Gaze in EMP, since Superior WoTC has 10% rech. wouldn't that be better? Then just drop the recharge proc from BslGaz as a one off?
  8. For my Epic I took fire for some AoE and some more straight up damage. It also has rise of the phoenix, which is more a convenience power than anything, in those cases where I face plant. I do have the ice pool on my blaster though and Hibernate is pretty sweet. I think you can also get a click power heal/absorb power too, which is double bonus on a blaster.
  9. I play a lot of controller, and I see what you are saying. Controllers don't seem to bring as much to the table as other ATs in endgame content, to summarize (feel free to correct me if I'm wrong) And I agree. I think the challenge is, how do you make controllers relevant without making them OP? Control is such a powerful tool that most stuff intended to be a challenge, AVs and such are virtually immune to most of it. Or seem to be to me at least, in my experience. On many controllers (mind/ill for example) If I can confuse any EB/AV ( without the purple triangles ) I can then burn them down at my leisure. Which is why so many of them have the purple triangles. Other hold power are less good but still pretty good. Maybe, instead of having the all or nothing approach where you either make the target helpless or have no effect a hold could have a slowing effect on and AV, or debuff their defense or something. The problem there is that since there are already powers that debuff defense, you dilute the effect of those. The main problem seems to be with the elite types of mobs and the effect of controllers main powers sets. They currently seem to be very much all or nothing and some way of making a more granular effect seems to be needed to allow controller types to really be more worthwhile on endgame stuff.
  10. And maybe "rock with however many" as well? Especially if you are just running a mish team. I know the team XP bonus is better when you have larger numbers and the overlapping buffs and other synergy of a full group often allows you to do more difficult stuff == more XP as well. I just prefer to have the time I spend in game playing the game and not waiting to reach some optimal setting so we can run +4/x8 safely. I prefer to spam in LFG for members a couple times, when you get 3-5 if no one responds after a couple minutes just run with it. On most content, especially radio missions. You can still send invites as you go. If you have a bad mix or weak group set the diff. low and as people get added/switch out, you can up it.
  11. The aid self actually seems like a pretty good idea. It kind of galls me that I am running a controller who has to spend two power picks to get a self heal, but it would be handy. I guess that is the price you pay for having so much control in storm, you get no buffs. I could probably skip O2 boost and replace with Aid other (on those rare occasions when I even heal on this guy) since O2 does not seem to be that much better than the pool power anyway. Then Aid Self is just a single additional pick. As for the knockback conversion suggestions. While I appreciate the advice, and maybe it is good, but I don't plan on using those. It may be because I mostly solo, and whenever I find myself in a PUG I am careful with the sling-em-around powers, but I have had virtually no problem with knockback. At least not that anyone has ever complained about it to me. When things are going great and the team is steamrolling I just use my regular attack chain debuffing with Freezing Rain. It is only if mobs get out of line or some squishy character on the sidelines with me draw aggro that I drop a thunderstorm or pull out a tornado. THEN they are all happy to see things flying around.
  12. I did unslot and replaced with more neutral IOs and it appears to be back to the way it was. I put them in Crushing Field. Might add the proc enhancement from Overwhelming Presence to get some AoE proc action on it. Not like THAT doesn't already turn me into an aggro magnet every time I fire it off.
  13. OK, so I have been pondering the cause of this for hours, since I made this post, and I think I may have figured out why it changed on my own. I was slotting this power (Wormhole) with Will of The Controller enhancements and the most recent one I added, shortly after hitting 50, was the one that procs psych damage. I think that proc may be what is setting off the mobs. Does the enhancement need to actually proc damage to set aggro the mobs? Or, is just having a damage dealing item added to the attack enough to draw aggro? I will probably be unslotting those enhancements and add something else. But it would be nice to know for future reference.
  14. It is a byproduct of one of the enhancements from the Overwhelming Presence set of enhancements. You get them from the merit vendors scattered around the city. I have had a hard time finding extensive documentation on what exactly it does myself, other than this single post, but it sounds cool. The other set Will of the Controller is probably better overall, for the set bonuses. But the Energy Font proc sounds pretty good and you only need the one enhancement to get it.
  15. Up until recently (the last day or so maybe?) when I would start to cast wormhole on my Gravity / Storm controller I would not get aggro if it missed and even if it hit I would not get aggro until it finished. The last couple times I have used it as soon as I began to cast it all mobs targeted IMMEDIATELY began to react. I am sure it was behaving this way before, but I suppose THAT behavior could have been a bug. In which case aggro on start of casting is the correct behavior. But either way, I would like someone to either straighten me out on this or confirm that this is a bug, and that it is happening to someone other than me.
  16. Just made 50 with my gravity / storm /fire controller last night and while I am pretty happy with him as is I was wondering if there were any guids/build examples out there that might help tweak him a bit, or suggested sets and slotting choices. I have not looked into sets, so just going with ideas for IOs atm. Right now I have pretty much all the Gravity powers except Dimension Shift, because that did not sound all that useful. All the rest I plan on keeping but would like advice on slotting them. Crush : Kind of considering dropping this. It is nice but it doesn't stop them from attacking, with some things it doesn't really stop them from moving, and does only meh DoT damage. It can set up containment, though and so I can use the hold on one thing and then contain with this and kill with damaging powers. soso 2acc, 2dam, 2 immob, 1 rech Lift : Bread and butter power and you have to take this or Crush and obviously I would choose this. 3 dam, 2 acc, 1 rech Gravity Distortion : I'm a controller and this offers control, so keeping it and slotting mostly for hold. 2acc., 1-2 dam, 1-2 hold 1 rech. Propel : I like that it does even better damage than lift, knocks stuff down, sometimes several things; but it has just a BIT shorter range than everything else, which is annoying. It also summons a bunch of garbage that winds up littering the battle field and so is kind of embarrassing in groups. Still thinking of 3 dam. 2 acc. and 1 rech Crushing field : This is cool, since it is an AoE immobilize, even thought it does only minimal damage. But it can set up containment Dimension shift : Never took this, like I said. Just the description alone seemed kind of meh. I don't know exactly how it works. It kind of strikes me as an AoE of the FF power Detention Field that I found useful, but kind of annoying since you cannot turn it off at will. Gravity Distortion Field : It is cool, but the recharge is so long I just find I never use it when solo. Wormhole : This is in contention with Singularity for MVP. If the range were a bit longer it would win. It is really fun. It stuns mobs, you don't need line of sight to hit with it so you can pull stuff around a corner. Currently have 4 will of the controller in it with one rech. IO. Singularity : This thing is almost indestructible. I cannot heal it, but my heal kind of sucks anyway. Otherwise it is really cool. Does good damage on its own and sets up containment by casting holds. It is kind of like having a second controller as a pet. 3 dam, 2 acc, 1 hold For storm, while I took all the powers, and they seems to all have their uses, or did at the time I took them, now I rarely use some of the early ones. My current view is : Gale : This was only kind of useful early on and I have not used it once since getting Freezing Rain which does everything it does + debuffs def and resist. O2 Boost : Not really seeing much point in this. The heal is weak and can only be used on others so kind of nice on a team but is so weak I rarely use it even then. Snow Storm : Was a nice little bit of damage mitigation early on, but now I never bother with it because it is a toggle that is not worth it just to slow stuff when I can drop freezing rain on. Steamy Mist : While the name seems like a bad romance novel it is a stealth field usable by others. It can even keep my pet from aggroing stuff if I walk slowly enough. If it could keep it from attacking everything in sight it would be OP. As it stands I really do like it. If only as a place to slot a LoTG. Freezing Rain : This was literally the breakover moment in this character. Until I got this power levelling was really slow going. Afterward it picked up considerably. The debuff seemed to really make things melt much faster. Hurricane : Kind of situational, I rarely need to use it any more, since I don't need it. But in those situations where it comes in handy it comes in REALLY handy. I have been running +0/x2 but if I were doing greater difficulty it would probably be worth slotting red. end. and running it all the time. Any thoughts on this would be appreciated. Thunderclap : I almost never use it. Might keep it around as a kind of panic button, with a couple accuracy enhancements in it, but not a huge fan. Tornado : This LOOKS cool. And I like the idea of a secondary pet, but it kind of throws stuff around, which means kicking them out of the freezing rain patch so cannot really use it solo, much less on a team. Lightening storm : This has been pretty cool. It does a fair amount of damage and knocks stuff down, so give a bit of damage mitigation. And recharges fast enough that I can have a couple out at a time, for a long fight. Not sure how many slots it is worth. For epic pool I took fire bolt, fire ball and rise of the phoenix. I considered picking up tough and weave, but not sure if it would be worth it when I take so little damage except for doing TFs and such. Any suggestions would be greatly appreciated.
  17. There is also the 2 big inspirations you get from the tutorial. (Have not read every post, but none I read mention it) If you are a new player, or just new to a server, you can sell those on the AH to make enough to splurge on a full set of TOs, if you really must, all the way to 12 or so. If you get that P2W power that drops 3 inspirations ever 30 min. or so, some of them big ones, you can probably splurge on whatever you want until 22 or 27 and then buy all your IOs. I would do THAT with any new guy, if I did not have a couple lvl 50 sugar daddies to drop a couple million inf. on any new guy I start once they get out of DFB. I would not suggest someone run DFB with their FIRST character, since you will fly by any of the newb content and there are some good missions in The Hollows. But DFB is a fun time in and of itself once you have experienced those beginner arcs.
  18. Not to quibble, but comets are made of ice, so I assume you meant meteor. Also, meteors travel in excess of 70,000 meters/s (229,658 ft/s) while escape velocity is 40233 km/hr (36,666 ft/s) and so numerous rockets do this without "flaming". (OK, so pretty quibbly, but still true.) And as for said animation... While you may prefer a more subtle and artistic rendering of butterflies lulling them to sleep like that creature from the Lunesta commercial I am cool with BOOM and POW explosions as long as it doesn't make me wade through a bunch of garbage that my singularity will then pick up and play with for the rest of the mission.
  19. Not if you throw it at mach 10!
  20. It was pretty cool. A lot harder than modern MMOs. No in game instance maps. No icon indicating what direction you were supposed to go to get to your destination for a quest. You want some idea how hard a mob will be to fight BEFORE it kills you the first 11 times? What are you some kind of pansy?!? These kids today! They don't know just how good they've got it!
  21. I am fine with it not doing AoE. My problem is that if you want it to do damage to only one thing, and knock the others down through, I suppose a "shockwave effect" or something, then don't have the object be an entire dumpster or a CAR. Have the power summon a lamp or a chair. I always feel more self conscious about using propel on my Gravity Controller than I do energy blasts on my blaster. Just because all the garbage left lying around annoys me enough that I know other people find it so. A half dozen nick nacks people won't notice but a dumpster, a forklift and 79 Chrysler Cordoba sedan is a different matter.
  22. Ah, Shadowrun I was in a long running game for several years back in the day. That was long ago, when the internet was wild and free. Before half of us started playing Asheron's Call and the other half started being annoyed by all the discussion about Asheron's Call.
  23. I agree that knockback is cool. It turns all of your attacks into a tiny bit of a control power. I like it. I am not sure I would slot Energy Torrent for MORE of it, thought, at least not to add to the distance things get knocked back, but if there is something that adds to the chance of doing knockback I would slot that in SECOND. Is there such a thing? Also, I find it curious that you say you get tells complaining about knockback. It may be because I solo a lot but I have been on quite a few teams with a 50+ En/En blaster and have never had anyone in a PUG even mention knockback once. I usually stick to single target attacks in a group, though, unless the spawn is in an alcove or I am hovering overhead. And I don't have knockdown converters in ANY of my powers either. Not even the AoEs. Maybe it is a different server? My guy is on Excelsior. Although, maybe they were griping about it and just never sent me a tell.
  24. I usually do 2-3 damage a couple accuracies and 1-2 hold duration. As for FF on a pet the only thing I found was this discussion that says it only procs when you summon the pet. As for wormhole slotting the only time I ever find KB>KD is on teams and I rarely use it then, since they are usually moving too fast to bother with setting up such a maneuver. And if I ever did, it is usually too easy to aim them at a wall or corner where they bunch up nice. It just seems like something that would be handy on occasion but not often enough to merit giving up a slot. My 2 cents.
  25. People seem to be missing the OPs point that the power sets are determined by the theme of the character. Which I assume /time and /kin might not go with very well. If that is the case then Rad/Rad might work better? I never ran a corrupter with Rad secondary but on a controller it is pretty strong. Lots of good debuffs and just about the best single buff in the game. Not a lot of control, though. Not saying fire/time and anything/kin might not be way stronger, so go with those if I am off base with the theme thing. If not I cannot think of any more "corrupter-ish" sets to pair up. Dark? Dark is pretty strong I think, and has a built in stealth, as well as some controle which is nice for a ranged character. Being hidden allows you to choose the distance at which to start a fight, because nothing sucks more as a sqishy than running around a corner and aggroing things that you cannot keep at bay. Of course you can pick up stealth as a pool power, so it is not necessary to have it as part of a secondary, just nice.
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