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  1. Hi again, everyone! I got some time to think about other potential homebrew powers recently, and since my writeup on Light Control actually started off as a support set, I figured that creating a proper one was long overdue. In this case, I decided to go for a counterpart to Time Manipulation – a power set revolving around manipulating space in different ways. Design Rationale A lot of Space Manipulation’s abilities revolve around the concept of “support through repositioning”, shifting space in a more advantageous way for your allies. This comes in a variety of forms, from moving dangerous enemies away from more vulnerable targets, to phasing allies taking too much heat, enhancing the distance that allies can attack from, and even causing attacks to strike another, more durable ally instead of their intended target. As such, one intentional weakness of the set is a lack of any healing options. Space Manipulation excels in the field of damage prevention, kind of like Force Field, albeit mitigating damage through more indirect means. With proper use of its abilities, health recovery should hopefully be unnecessary in the first place! I also purposefully tried to avoid the more ’creative’ aspects of manipulating space (portal slicing, turning enemies into spaghetti, and so on); many of Space Manipulation’s powers are much more subtle and indirect in nature, save for a single ability that reduces foes’ resistances. I wanted Space Manipulation to feel a bit like playing a game of chess, repositioning allies and foes alike to provide tactical advantages for the team. Questions to the Forums (Other Questions/Comments Welcome!) Is this proposed set something you’d be interested in playing? What kinds of use cases can you see for it? Does it fill a niche that other power sets already provide, or is even strictly better than them? If so, what adjustments would you make to resolve this overlap? Space Manipulation was meant to perform about in line with existing support sets – how do you think it ranks performance wise compared to them? Are there any discrepancies that need clearing up about the powers on display/elaboration on why some powers were made as written? What powers could you see yourself taking or skipping? Would your answers change depending on the content you’re running? (E.g. simple PUG, hard mode ASF?) As always, I’d love to hear everyone’s feedback on this! Space Manipulation Power Table Power Level (Primary|Secondary) Effect Displace 1 1 Ranged, Minor DMG(Smash), Teleport Teammate or Foe, Foe Knockdown Focal Point 1 2 Toggle: Ranged Ally (Targeted AoE), Ally +Res(All DMG, Knockback), Foe Attract Expand Distance 2 4 Location (Ranged AoE), Foe -ToHit, -DMG, -SPD Warp Shield 6 10 Toggle: Ranged Ally, Ally +DEF(All), +RES(DEF Debuff), Special Dimension Veil 8 16 Toggle: Ranged Ally or Foe, Ally Intangible, Foe Intangible, -Regen, +Prot(Repel, Teleport) Repulsion Zone 12 20 Location (PBAoE), Team +Res(Status), Ally -Intangible, Foe -Intangible, Repel Dispersal 18 28 PBAoE, Minor DMG(Smash), Foe Teleport, Knockback, Chance to Disorient Twist Matter 26 35 Ranged (Targeted AoE), Foe -Res(All), -Special Compress Space 32 38 PBAoE, Team +Range, +SPD, +Res(Slow), +ToHit Powers T1: Displace You teleport a single foe or ally to another location of your choice. A successful hit must be made in order to Displace a foe, and if so, may knock them down and deal some smashing damage from the sudden change in location. Damage Minor (Smashing) Recharge Slow (15s) Minimum Level 1 (Controller) 1 (Corruptor) 1 (Defender) 1 (Mastermind) Effects Ranged (Foe Only) Teleport Teammate or Foe Foe Knockdown Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Set Categories Ranged Damage Knockback Teleport Universal Damage Universal Travel T2: Focal Point You cause additional space to gather around an ally, pulling in nearby foes and providing your target with some resistance to damage and knockback effects. Focal Point will not pull in nearby foes if Warp Shield is also active on the selected ally. Endurance 0.26/s Recharge Slow (10s) Duration 2.25s Radius 30 ft Minimum Level 2 (Controller) 2 (Corruptor) 1 (Defender) 2 (Mastermind) Effects Toggle: Ranged Ally (Targeted Area of Effect) Ally +Resistance(All Damage, Knockback) Foe Attract Enhancements Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Damage Resistance Set Categories Resist Damage T3: Expand Distance You create a localised space distortion where things are much further away than they appear, causing foes inside to move slower and miss their attacks more often. Attacks that do hit will have their damage reduced due to their longer travel time. Recharge Long (90s) Duration 45s Radius 25 ft Minimum Level 4 (Controller) 4 (Corruptor) 2 (Defender) 4 (Mastermind) Effects Ranged (Location Area of Effect) Foe -Damage, -Speed, -ToHit Enhancements Reduce Endurance Cost Enhance Range Increase Attack Rate Enhance Slow Enhance ToHit Debuff Set Categories Slow Movement ToHit Debuff T4: Warp Shield You surround an ally in a protective spatial anomaly, making any attacks directed against them less likely to hit as well as increasing their resistance to Defense Debuffs. Any damage that would still affect them will instead be inflicted on the target of your Focal Point if it is currently active. Endurance 0.26/s Recharge Slow (10s) Duration 2.25s Minimum Level 10 (Controller) 10 (Corruptor) 6 (Defender) 10 (Mastermind) Effects Toggle: Ranged Ally Ally +Defense(All), +Resistance(Defense Debuffs), Special (Redirect) Enhancements Enhance Defense Buffs Reduce Endurance Cost Enhance Range Increase Attack Rate Set Categories Defense T5: Dimension Veil You cause a target of your choice to phase into a sympathetic dimension for as long as this toggle is active, turning them intangible and unable to affect or be affected by others in normal space. Targeted allies are able to move freely, but foes will find the dimension hostile, severely reducing their regeneration rate and anchoring them in place, immobilizing most foes and preventing them from teleporting or being forcefully moved. Maintaining this veil is taxing on the user, and cannot be kept active for more than 30 seconds. Endurance 0.52/s Recharge Slow (60s) Duration 30s Minimum Level 16 (Controller) 16 (Corruptor) 8 (Defender) 16 (Mastermind) Effects Toggle: Ranged Ally or Foe Ally Intangible Foe Immobilize (Mag 10), Intangible, -Regen, +Protect(Repel, Teleport) Enhancements Reduce Endurance Cost Enhance Immobilization Duration Enhance Range Increase Attack Rate Set Categories Immobilize T6: Repulsion Zone You create a protective space at your location that pushes status effects away from your allies. This effect extends to many foes as well, who will be forced out of this area. Casting this power again will move this space to your location. Targets affected by Dimension Veil will phase back into reality while inside your Repulsion Zone. Recharge Slow (10s) Duration 240s Radius 25 ft Minimum Level 20 (Controller) 20 (Corruptor) 12 (Defender) 20 (Mastermind) Effects Location (Point Blank Area of Effect) Team +Resistance(Status) Ally -Intangible Foe -Intangible, Repel Enhancements Reduce Endurance Cost Increase Attack Rate Set Categories None T7: Dispersal You cause the space around you to rupture outwards, violently teleporting nearby foes away to random locations before dealing a minor amount of damage and throwing them off their feet. The process can even cause them to become disoriented. If you have Focal Point active, Dispersed enemies will teleport to your targeted ally instead. Damage Minor (Smashing) Recharge Slow (45s) Radius 9 ft Minimum Level 28 (Controller) 28 (Corruptor) 18 (Defender) 28 (Mastermind) Effects Point Blank Area of Effect Foe Teleport, Knockback, Chance of Disorient (Mag 2, 40%) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Enhance Disorient Duration Set Categories Melee AoE Damage Knockback Stuns Teleport Universal Damage Universal Travel T8: Twist Matter You violently twist the space your foes inhabit for a short period of time, debilitating their damage resistances and weakening their secondary power effects. The targets power effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all weakened. Recharge Long (150s) Duration 40s Radius 15 ft Minimum Level 35 (Controller) 35 (Corruptor) 26 (Defender) 35 (Mastermind) Effects Ranged (Targeted Area of Effect) Foe -Resistance(All), -Special Enhancements Enhance Accuracy Reduce Endurance Cost Enhance Range Increase Attack Rate Set Categories None T9: Compress Space You cause things to become much closer than they appear for nearby allies, increasing the range of their attacks and their chance to hit. These compressed distances also provide a boost to movement speed and some resistance to slow effects. Recharge Very Long (360s) Duration 90s Radius 25 ft Minimum Level 38 (Controller) 38 (Corruptor) 32 (Defender) 38 (Mastermind) Effects Point Blank Area of Effect Team Range Increase, +Speed, +ToHit, +Resistance(Slow) Enhancements Reduce Endurance Cost Increase Attack Rate Enhance Running Speed Enhance ToHit Buff Set Categories To Hit Buff Running & Sprints Universal Travel
  2. Looking for a fire/kin controller build for farming battle maiden maps really well and farming s/l farms in ae, looking for a inf is no issue build
  3. Hi there, I'm admittedly not great with fine-tuning builds, so have taken elements from builds I have seen and thrown them together. My goals were to achieve Perma PA and from there increase survivability. Unfortunately, I think I went a little too hard on recharge for this build. I'd love it if someone could provide some feedback on how I could better balance things. Even if it means trading out some powers (all I really want is fly/hover as my travel power), for example maybe disruptor blast is a tad unnecessary? Also as a clarifying question, is the limit on multiple set bonuses 5? As in 5 LotG recharges works, but a 6th one wouldn't? Want to make sure I'm not wasting any bonuses. Thanks! | Copy & Paste this data into Mids Reborn : Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1397;648;1296;HEX;| |78DA6594DB6E12511486F7C020057A002985B69402B5B41C0BF5706B634B2D6D499| |A9878A55642073A0902019AE803F802C6B3269E62EBE129F435F4013CB4B65A6FF4| |0617F3AF9D623AC9F0CDFC6BFF7BADBD1690BFB9D05B2A2DCE09C5395F29349BEBF| |3B56AAB51AB54B486255F28EB45D1B9AC744F1C45E4A254AE52D96AEAB5AA147C5D| |6B2E6C954AA915BDAAB5F46253D8D76AB4FE525DD3361CC6E362452F6FB6FAF0DC7| |9D4ABE501E36D552B6C688DE6A65EF767EB7A31D5B567BE50D4E8A3D9D21AB77C54| |5390EE670A7D2846996D8B489A84C8A8229202A766986966068C25CC06B3FF99BF4| |09CF80A9EFAC6FCCEDC05237BE073322AD2AC44219A7867D30DC5A033878C1359DE| |BC40FA982A5E10CCD26CBE8245EA55E635B0771DECBF0E3A0BE04B325AA4D9B200F| |14496B908F65C04ED4BCCBFE02B325AD9AC583D28B3C7092E116C68495BD8E2C210| |C3347F87743858EC65DA28D827837D873865FF0A778182031C1403B751C06B125CB| |27AD73EC49307CC5FE0E021F33C189A0397C9E8963BBA3F4334531A8FDCD1E34387| |87BCCC30714A15BE00180881893FA85125B397CD262FF7C3C7FDC80C82DB8461996| |1781BCE911DE61BD0FF160CBC63BE075D946154B6689433F83943AE53A53CD0D82C| |1C3B248CCB74E3DCA220B728F893C9AD0A71AB42BF4107A50BCB74616E51F21398A| |7C0240F58991CC10C233CCBBB2E21A665DAE90FE470AB22FA5018FD8A3E623E0663| |4F984FC17B648ECBB4713E65824F799F82290EAAA959D432739A79867916CC9C033| |FC684480BDE31CD07C9F0CE345979B5DBFEAE97CE7BBB2D568F4B6BAAFCB193A418| |D29EFDE80F8057FD382EED77492611C28C129751487219DFA783AE458A78C06DBF0| |38A219A89ACF61F3D3FCF6E| |-------------------------------------------------------------------|
  4. How do all Relative newcomer to COH, while I've played it on and off since Homecoming launched between severe alt addiction and not really being that great at picking up the MMO details to make for smoother play for any games I'm not especially savvy. But I'm getting back into it and trying to make a go of a decent controller. I've checked a few of the existing threads for the same power pairing (and added them at the bottom of this post in case anyone stumbles into this and wants to save themselves a bit of searching). As far as I can tell this seems to be overall good advice for power picking Powers to Skip; Plant Entangle - of the two available at startup it's not as good, though it might be a viable addition Spore Burst - between confusion, DoT and procs they'll not be asleep long Spirit Tree Poison Neurotoxic Breath - not a great area, other controlling effects are better Elixer of Life Antidote Weaken (see DreadShinobi's posts below) Other powers can be ignored too, these are almost definite skips though. Other Pools to possibly grab powers from some of which may be removed on a respec at 50; Speed - the ever popular Hasten Fighting - Weave and Tough + the pre-req Leadership - Assault and Tactics, maybe Maneuvers Concealment - get Stealth for solo levelling. Skippable per the post below "skip stealth and just grab Super Speed. Add the Celerity +Stealth IO and you can stealth most anything." I'm ticking along slowly, while I've still not gotten the hang of farming influence I've got a couple of dozen million across various characters so can do a small measure of kitting out and my Stalker is at the point where I can farm Vazilhok Pollutant Plot for slightly shy of a Merit a minute whenever I have a spare 40 minutes or so which means getting the ATOs or other Merit based rewards is something I'm probably able to do for this Controller as a casual sideline whenever I want to put something on the computer to watch while murdering plague zombies. I posted this thread because I wanted to check if there's any Plant/Poison or even just Controller specific advice I should be aware of especially for grouping so I do not drag others down. I'm already aware that in some cases I want powers that won't do damage to allow for Badge hunting which Poison supports quite nicely (as long as I do not go proc happy) and I am aware that when it comes to major bosses the actual status effects won't land with any real success. Thanks in advance for any comments. Poison specific guide
  5. As cool as I think Propel is, it can be annoying when a bunch of objects are created and lying around, especially in a narrow tunnel. I was playing a Gravity Controller on a team fighting AVs and Dominatrix wedged herself into a tight spot and I felt bad about all the clutter I was burying her in by using this inexpensive power. As a Controller, it can be harder to avoid using attacks, especially when facing an AV who needs everyone on the team to throw everything they've got at 'em. So, my idea is what if the player could instantly detonate all those objects for a small bit of additional damage while also clearing out those objects? That would help avoid annoying pile-ups and could introduce an interesting bit of strategy. A detonate button could appear in that extra tray where travel powers' secondary abilities appear.
  6. Hello all! Now that my proposal for Light Control has been properly drafted out, I decided to move onto another obvious gap in the Control powersets: one that involves force fields, but in a ways that disable or otherwise occupy enemies rather than supporting allies like Force Fields currently does. I was also inspired by the deadlier applications of barriers that the Force Fields set doesn’t really explore, heavily alluding to the main four ways of exploiting energy shields for fun and profit (which powers correlate to which I’ll leave to the reader to decide!), namely: Popping: “A shield rapidly expanding over you hurts, but be glad it’s not expanding inside of your head instead.” Cutting: “These barriers have rather sharp edges...move a muscle and you’ll get sliced.” Crushing: “I could squeeze you into a fine paste, but I won’t.” Internal Blockages: “If I can stop you from passing through, imagine what I could do with your bloodstream.” Additionally, I wanted to avoid too much overlap with the sorts of control that already exists in the Force Fields powerset – as such, I tried to refrain from providing any functionality that it could already potentially provide. There might be a potential Barrier Control/Force Fields player out there, after all! I’ll start off by detailing the different kinds of summons that are available to Barrier Control and the general logic behind the powerset before delving into each of the different powers separately. Looking forward to feedback as usual. Is this a powerset that you’d be interested in using? Is it relatively balanced? Any clarifications required about how any of the powers might work? Hope to hear plenty of responses from people! Barrier Type Table Type Created By Properties Energy Barrier T1: Explosive Sphere* T2: Razor Bubble* T3: Detain* T4: Suppression Zone T6: Mass Detention Durability = fragile (similar to a Fire Imp pet), tougher with Domination Target = single enemy Effects: Immobilizes enemy in place (high magnitude) Enemy within can only target/affect the barrier If summoned over an existing barrier, replaces it instead (can’t be stacked, but transfers buffs) *Requires Barrier Empowerment, works once per use Kinetic Barrier T5: Kinetic Barrier Durability = several Energy Barriers worth of health, tougher with Domination Target = specified area in a dome Effects: Keeps enemies from entering or exiting (allies pass freely) Enemies and allies can’t target/affect things that aren’t also inside or outside the barrier with them Compression Field T8: Compression Field Durability = several Energy Barriers worth of health (less than Kinetic Barrier), tougher with Domination Target = single enemy along with nearby foes Effects: Brings enemies together by gradually shrinking Can’t bring in more enemies than the initial group Deals some damage over time due to compressive force Something that’ll be quite noticeable about this powerset is that it actually lacks any form of AoE Holds. The one Hold that it does have ( T3: Detain) is a toggle, meaning only one enemy can ever be Held by this powerset at a time (it’s a rather strong Hold to compensate though). This was quite intentional – Barrier Control is heavily focused on soft control, with its ability to split up a group of enemies to reduce damage coming their way, and numerous (albeit destructible) summons to keep them occupied. Borne from this is its rather unique final power, in T9: Barrier Implosion. Instead of a pet summon (that’s pretty much covered by the rest of Barrier Control’s powers), it sacrifices all nearby barriers for a stun and widespread damage, inflicting more damage for each additional barrier surrounding enemies at the time. Barrier Control also uses a good amount of toggle powers; once deactivated, they’ll take a while to come back online. This was meant to both emulate how a force field user in fiction may sometimes lose focus and need time to recuperate, and to add a risk-reward element to T9: Barrier Implosion. Barrier Control Power Table Power Level Effect Explosive Sphere 1 Ranged, Moderate DMG(Smashing/Energy), Foe Knockdown, -Fly, Summon Energy Barrier (*) Razor Bubble 1 Ranged, Moderate DoT(Lethal/Energy), Foe Immobilize, -Fly, Summon Energy Barrier (*) Detain 2 Toggle: Foe Hold, Moderate DoT(Smashing/Energy), Summon Energy Barrier (*) Suppression Zone 6 Ranged (Location AoE), Foe -Movement, Chance to Summon Energy Barrier Kinetic Barrier 8 Toggle: Ranged (Location AoE), Foe Repel, Summon Kinetic Barrier Mass Detention 12 Ranged (Targeted AoE), Minor DoT(Smashing/Energy), Foe Immobilize, -Fly, Summon Energy Barrier Barrier Empowerment 18 PBAoE, Barrier +Absorb, +Regen, +Def(All), +Res(All), +MaxHP, Special (*grants Energy Barrier charges) Compression Field 26 Toggle: Ranged (Targeted AoE), Minor DoT(Smashing/Energy), Foe Attract, Summon Compression Field Barrier Implosion 32 PBAoE, Barrier Self Destruct: Extreme DMG(Smashing/Energy), Foe Disorient, Knockdown Powers T1: Explosive Sphere You create a tiny, spherical barrier that rapidly expands over an enemy before dissipating, dealing moderate damage to the target and knocking them down. This power can bring flying foes to the ground, and can deal bonus damage when used against targets inside your barriers. Damage Moderate (Smashing/Energy) Recharge Moderate (6s) Duration 10s Minimum Level 1 Effects Ranged Foe Knockdown, -Fly, Summon Energy Barrier (needs Barrier Empowerment) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Enhance Recharge Set Categories Ranged Damage Knockback Universal Damage T2: Razor Bubble You create a razor sharp barrier around the lower half of your target, keeping them immobilized to avoid further harm, and gradually damaging them over time. Damage Moderate DoT (Lethal/Energy) Recharge Fast (4s) Duration 27.94s Minimum Level 1 Effects Ranged Foe Immobilize (Mag 4), -Fly, Summon Energy Barrier (needs Barrier Empowerment) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilize Enhance Range Enhance Recharge Set Categories Immobilize Ranged Damage T3: Detain Encases a single foe in a sturdy barrier, rendering most targets completely helpless. Even if the target is powerful enough to resist this power’s hold effect, the surrounding energy field will still inflict Smashing and Energy damage over time as the barrier crushes against them. Damage Moderate DoT (Smashing/Energy) Endurance 0.33/s Recharge Moderate (8s) Minimum Level 2 Effects Toggle: Ranged Foe Hold (Mag 6.5), Summon Energy Barrier (needs Barrier Empowerment) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Hold Duration Enhance Range Enhance Recharge Set Categories Holds Ranged Damage Universal Damage T4: Suppression Zone You surround the selected area in a weak, suppressive field of energy. Any foes that pass through the Suppression Zone will have their movement dramatically slowed, and cannot jump or fly. Additionally, the surrounding energy may sometimes solidify into a fragile barrier around them, which they must break free of to move or target others. Recharge Slow (60s) Duration 45s Minimum Level 6 Effects Ranged (Location Area of Effect) Foe -Fly, -Jump, -Speed, Chance to Summon Energy Barrier (2%) Enhancements Reduce Endurance Cost Enhance Range Enhance Recharge Enhance Slow Set Categories Slow Movement T5: Kinetic Barrier You create a dome of energy that prevents enemies inside from escaping, and enemies outside from entering, while letting you and your allies pass through freely. The Kinetic Barrier prevents foes and allies from targeting each other unless they are both inside or outside the sphere respectively. It can also be destroyed by enemies after sustaining enough damage, or deactivated prematurely, ending the effect. Endurance 0.45/s Recharge Slow (30s) Minimum Level 8 Effects Toggle: Ranged (Location Area of Effect) Foe Repel, Summon Kinetic Barrier Enhancements Reduce Endurance Cost Enhance Range Enhance Recharge Set Categories None T6: Mass Detention Traps a group of foes inside separate barriers of energy, dealing minor damage over time as they are slowly squeezed within. While inside them, they are unable to move, and are only able to target their restraints until they are destroyed. Enemies can remain immobilized for some time after breaking out of your energy barriers. Damage Minor DoT (Smashing/Energy) Recharge Slow (90s) Duration 27.94s Minimum Level 12 Effects Ranged (Targeted Area of Effect) Foe Immobilize (Mag 3), -Fly, Summon Energy Barrier Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilize Enhance Range Enhance Recharge Set Categories Ranged AoE Damage Immobilize Universal Damage T7: Barrier Empowerment You reinforce all nearby barriers with further energy for a short amount of time, bolstering their maximum health, regeneration, defence, and damage resistance. The extra layers of energy also allow your barriers to absorb some damage. Additionally, the next uses of Explosive Sphere, Razor Bubble, and Detain will summon an energy barrier around your target of choice, and the chance of Suppression Zone generating an energy barrier is increased for some time afterwards. Recharge Very Long (240s) Duration 30s Minimum Level 18 Effects Point Blank Area of Effect Barrier +Absorb, +Regen, +Def(All), +Res(All), +MaxHP, Special (grants Energy Barrier charges) Enhancements Enhance Defence Reduce Endurance Cost Enhance Heal Enhance Resistance Enhance Recharge Set Categories Defence Healing/Absorb Resist Damage T8: Compression Field Surrounds a group of enemies with a barrier of energy that begins to constrict them together, inflicting minor damage over time as it shrinks. The Compression Field can be destroyed by enemies after sustaining enough damage, or deactivated prematurely, ending the effect. Damage Minor DoT (Smashing/Energy) Endurance 1.04/s Recharge Slow (60s) Minimum Level 26 Effects Toggle: Ranged (Targeted Area of Effect) Foe Attract, Summon Compression Field Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Recharge Set Categories Ranged AoE Damage Universal Damage T9: Barrier Implosion You send a wave of energy out around you and into your nearby barriers, dealing minor damage to nearby enemies and knocking them down as it passes them by. After a brief period of invulnerability, these barriers violently collapse onto themselves before expiring, knocking enemies down again and dealing a high amount of Smashing and Energy damage that increases with the number of barriers surrounding your targets at the time. Damage Extreme (Smashing/Energy) Recharge Long (180s) Duration 14.9s Minimum Level 32 Effects Point Blank Area of Effect Foe Disorient (Mag 3), Knockdown, Barrier Self Destruct Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Recharge Enhance Stun Duration Set Categories Melee AoE Damage Knockback Stuns Universal Damage
  7. I’ve written up a proposal for improving Mind Control before, and this is done in the same vein, except with a cooler twist – there’s another Control Primary powerset out there that could do with some love (something that I’ve mentioned in my thread to allow Controllers to lock down AVs/GMs): Ice Control! As for why I decided to look at improvements to this powerset in particular, read on. Ice Control: The Competition Heats Up Unlike Mind Control, it’s a fairly standard Control set, with five of its powers following the regular pattern: one single target/AoE Hold and Immobilize, along with a pet power as its capstone. Additionally, its secondary effect can be quite potent. Its combined powers provide enough -Recharge/-Movement to slow most enemies to a crawl, and attack as much as four times slower. Given that, it’s what Ice Control’s other four powers do cumulatively that make it hold up somewhat less well compared to the other Control primaries. Generally, most of them have an early way of locking down groups of enemies for a prolonged period of time, even before their AoE Hold comes into play: Control Primary Power Name Effect Level Darkness Heart of Darkness PBAoE Stun 12 Earth Stalagmites AoE Stun 12 Electric Static Field Patch AoE Sleep 12 Fire Flashfire AoE Stun 12 Illusion Phantom Army Decoy Summon 18 Plant Seeds of Confusion Cone Confuse 8 The only exceptions to this are Mind and Gravity Control, which are both more damage focused than the other powersets – they get their other lockdown power at level 26 (Terrify and Wormhole respectively). Ice Control: Slow on the Uptake By level 12, most Control powersets have ways of immediately locking enemies down hard and for prolonged periods of times, preventing them from acting against players. In comparison, Ice Control at this level gets: Arctic Air (6), a solid PBAoE Confuse toggle: useful, but slow acting, giving enemies time to retaliate Shiver (8), a potent Recharge/Movement debuff: useful in prolonged fights, but does nothing against the initial wave of attacks Ice Slick (12), a location based knockdown patch: great at keeping enemies on the floor, but doesn’t immediately stop them from attacking the user The only power that bucks this trend is Flash Freeze, gained at level 18, which puts a group of enemies to sleep. Unfortunately, this does little in the way of locking down a group for a prolonged period of time, an issue it shares with other Sleep powers, given how the effect is broken via damage, or even being knocked down. A pattern comes into play here. Ice Control excels in long, drawn out fights, due to being able to slow down the amount of damage that comes their way over time via its recharge and movement debuffs. However, it also lacks an immediate way of persistently locking down enemies, resulting in more damage taken from the unmitigated initial attacks. This leads on to the meat of this proposal, mainly figuring out a way of locking down enemies at an early level while keeping Ice Control’s main strength of working well against prolonged fights. Every other aspect of this proposal is secondary to this. Powerset Revamp: Ice Control Ice Control has received a number of changes aimed at improving its ability to initially lock down the battlefield, something that almost all other Control powersets are capable of doing from a low level. In addition, there are now more avenues for it to deal damage, placing it more in line with other Control powersets. Power Changes Shiver: Ranged (Cone), Foe -Recharge, -SPD, Foe Knockdown, Moderate DMG(Cold) Inflicts knockdown on enemies Deals moderate Cold damage Half of the slow persists for 60 seconds (same as the changes to Blaster's version of this) Can now be slotted with Knockback and Targeted AoE enhancements Ice Slick: Ranged (Targeted AoE), Foe Knockdown -SPD, -Jump Can now be slotted with Slow enhancements Can now be slotted with Knockback enhancements Flash Freeze: Ranged (Targeted AoE), Minor DMG(Cold/Lethal), Foe Sleep, Summon Ice Formations Each affected enemy now summons a fragile, short lived ice formation Summoned icicles apply -Recharge and -Movement in a small area Has a small aura of immobilisation and taunt that affects the targeted enemy Deals minor Cold/Lethal damage to targeted enemy if prematurely destroyed Can now be slotted with Taunt and Slow enhancements Glacier: PBAoE, Foe Hold, -Recharge, -SPD Duration of -SPD debuff increased to 24 seconds Alteration Justifications The main change of note here is Shiver, which is meant to act as a go-to opener for Ice Control in most cases, allowing it to cut down the amount of actual attackers in play from the start. I was initially quite inspired by Poison’s Neurotoxic Breath power, which is similar in nature to Shiver, except with a small chance to Hold an enemy (25%, Mag 2). Currently, it has more similarities with Force Field's Repulsion Bomb, a power that also knocks enemies down while inflicting some damage. This should help make Shiver a relatively reliable opener, while also being extremely short lasting. Combined with the other Recharge/Movement debuffs that Ice Control is capable of, any attacks after the initial burst should be fairly infrequent, or give time for Arctic Air’s confuse to kick in. Additionally, some damage to the power provides Controllers with a little more means of whittling down opponents somewhat faster, something of an issue for Control powersets in general, but especially the case for Ice. In that vein, Flash Freeze also received similar changes – Sleeps tend to be more effective when combined with other more lasting effects (Electric Control’s Static Field is a nice example of this). By creating fragile summons that apply slow debuffs and taunt, even enemies who prematurely wake up from being put to sleep will still end up being occupied for a little longer, attacking the constructs that trapped them in the first place. Other than that, the changes to Ice Slick are meant to provide Ice Control with more slotting options (Shiver and Flash Freeze included). Similarly, Glacier’s recharge/speed debuff duration is surprisingly low for its recharge and duration – only 10 seconds, which even Ice Control’s single target hold exceeds. Ice Control: Now Even Cooler And these are the changes that I’d make to Ice Control – modifications designed to fill in some gaps in its toolbox, as well as improve its existing abilities and strengths. In other words, it attempts to keep its previous feel while also improving its speed and effectiveness. With this all written up, I turn to the forums: what do you think? Is this something that you’d like done to Ice Control? Does it bring it in line with the other Control powersets, is it too much, not enough? Would you do something else entirely? Looking forward to everybody’s responses!
  8. I recently created a Grav/Bubble controller with the intention of throwing baddies all over the place. I think it will be really fun to get wormhole running with fold space. Then once they are in a nice corner i will use bubbles, incarns, and singy to practically lock people in a perpetual knockback against the wall or something. I dont know about this being the strongest or toughest build out there but man am i going to feel like a real Troller! My question is, is there a more funny troller to play? Maybe grav/storm with hurricane etc?
  9. Hey all! After writing up a proposal for Insect Control, I’ve decided to try and create another Control powerset, and decided to fill an obvious elemental gap – there’s a lack of Control powersets in general, so I’m trying to do my part to help resolve that. As a secondary goal, I wanted to make Light Control relatively unique, while still maintaining a decent amount of lockdown despite its larger amount of non-standard powers. Given this decision, I’d definitely be interested in hearing everyone’s thoughts on this: is it too divergent/weak/overtuned/unenjoyable? Special Effect: Illuminate Similar to how Time Manipulation's Time Crawl inflicts the Delayed effect on enemies, Light Control's Ray of Light and Dazzling Glow inflict the Illuminated effect, enhancing the strength of some of its powers on the targets it's applied on. The idea behind this was to allow for stronger amounts of control against enemies that require it. The affected powers are as follows: T1: Ray of Light, bonus damage T2: Dazzling Glow, Mag 3.5 Sleep -> Mag 7 Sleep (+3.5) T3: Radiating Ties, Mag 3 Immobilize -> Mag 4 Immobilize (+1) T4: Blinding Halo, Mag 2 Hold -> Mag 4 Hold (+2) T6: Incandescent Eruption, bonus damage T7: Prismatic Field, 2% chance Disorient -> 4% chance Disorient T8: Luminous Distortion, 2% chance Confuse -> 4% chance Confuse Design Rationale Light Control's powers were made to primarily work at close range, with their long range powers being either single target, or soft/temporary control. Additionally, the main power of this set (T4: Blinding Halo) is meant to not only gradually lock down nearby enemies, but help draw their attention to the user by reducing their range, away from other allies: a very 'selfless' powerset by way of taking up more enemy time. The -ToHit in several of Light Control's powers is meant to synergise with this intent, making it a little harder for enemies to hit the user. Their up-close-and-personal approach is also supplemented with a few weaker location based powers, either for layering on top of their current controls, or for distracting additional mobs. Light Control Power Table Power Level Effect Ray of Light 1 Ranged, Moderate DMG(Energy), Foe -To Hit, -DEF(All), Special Dazzling Glow 1 Ranged, Moderate DMG(Energy), Foe Sleep, Foe -To Hit, Special Radiating Ties 2 PBAoE, Minor DMG(Energy), Foe Immobilize, Foe -To Hit, -Fly Blinding Halo 6 Toggle: PBAoE, Foe Hold, Minor DoT(Energy), Foe -Range, -To Hit, -Stealth Twilight 8 Ranged (Targeted AoE), Foe -Visibility, -To Hit Incandescent Eruption 12 PBAoE, Minor DMG(Energy/Smashing), Foe Knockdown, Chance for Disorient Prismatic Field 18 Ranged (Location AoE), Minor DoT(Energy), Foe -Speed, -DEF(All), Chance for Disorient Luminous Distortion 26 Ranged (Location AoE), Foe Attract, Chance for Confuse Shining Motes 32 Summon Motes: Melee, Minor DoT(Energy) Powers T1: Ray of Light You generate a luminous beam of light and fire it at a target, dealing Energy damage to them. Its brightness can temporarily reduce the chance to hit of your foes, along with their defences. Additionally, Ray of Light applies the Illuminated effect on its target, and deals additional damage to enemies who are already Illuminated. Damage Moderate (Energy) Recharge Moderate (6s) Minimum Level 1 Effects Ranged Foe -To Hit, -Defense(All), Special (Illuminate) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Recharge Enhance Range Enhance To Hit Debuff Enhance Defense Debuff Set Categories Accurate To Hit Debuff Defense Debuff Ranged Damage To Hit Debuff T2: Dazzling Glow Causes a dizzying array of light to appear before a foe. The target is left mesmerized and illuminated by the display, even as its brightness damages them, though subsequent attacks will free them from this effect. Enemies powerful enough to resist this effect will still have their chance to hit reduced. The strength of this Sleep will be increased when used against targets illuminated by Ray of Light or Dazzling Glow. Damage Moderate (Energy) Recharge Moderate (6s) Duration 55.88s Minimum Level 1 Effects Ranged Foe Sleep (Mag 3.5), -To Hit, Special (Illuminate) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Recharge Enhance Range Enhance Sleep Enhance To Hit Debuff Set Categories Accurate To Hit Debuff Ranged Damage Sleep To Hit Debuff T3: Radiating Ties Beams of light spring forth from you in all directions, trapping nearby foes in an array of blinding incandescence, rendering them immobilized. Enemies powerful enough to resist this effect will still have their chance to hit reduced. The strength of this immobilize will be increased when used against targets illuminated by Ray of Light or Dazzling Glow. Damage Minor DoT (Energy) Recharge Moderate (8s) Duration 27.94s Minimum Level 2 Effects Point Blank Area of Effect Foe Immobilize (Mag 3), -To Hit Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilize Enhance Recharge Enhance To Hit Debuff Set Categories Accurate To Hit Debuff Immobilize Melee AoE Damage To Hit Debuff T4: Blinding Halo While this power is active, you are surrounded by a bright halo of light, reducing the chance to hit and range of nearby foes. The halo is so bright that enemies may take Energy damage over time, inhibit their stealth capabilities, and even blind them to the point of holding them in place. The strength of this blind will be increased against targets illuminated by Ray of Light or Dazzling Glow. Damage Minor DoT (Energy) Endurance 1.04/s Recharge Slow (15s) Duration 7.45s Minimum Level 6 Effects Point Blank Area of Effect Foe Hold (Mag 2), -To Hit, -Stealth, -Range Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Hold Enhance Recharge Enhance To Hit Debuff Set Categories Accurate To Hit Debuff Hold Melee AoE Damage To Hit Debuff T5: Twilight Draws light away from all foes near your target, inhibiting their vision. Most foes will not be able to see past normal melee range, although some may have better perception. If the foes are attacked, they will be alerted to your presence, but will suffer a penalty to their chance to hit. Recharge Slow (15s) Duration 60s Minimum Level 8 Effects Ranged (Targeted Area of Effect) Foe -90% Perception, -To Hit Enhancements Enhance Accuracy Reduce Endurance Cost Enhance Recharge Enhance Range Enhance To Hit Debuff Set Categories To Hit Debuff T6: Incandescent Eruption Light swells out of you in a powerful burst, knocking enemies to the ground and dealing some minor damage. Some foes may even be disoriented for a short period of time after the blast, overwhelmed by its luminosity. Incandescent Eruption can deal bonus damage to targets illuminated by Ray of Light or Dazzling Glow. Damage Minor (Energy) Recharge Moderate (10s) Duration 6s Minimum Level 12 Effects Point Blank Area of Effect Foe Knockdown, Disorient (Mag 3, 25% chance) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Enhance Recharge Enhance Disorient Set Categories Knockback Melee AoE Damage Stuns T7: Prismatic Field A painfully bright field of light appears at an area of your choice, dealing minimal Energy damage to foes inside of it. Enemies inside this field will have their movement dramatically slowed, and their defences weakened as they attempt to navigate with their perception compromised, with a chance of even becoming disoriented. Targets illuminated by Ray of Light or Dazzling Glow will have their chance to be disoriented increased. Damage Minor DoT (Energy) Recharge Long (60s) Duration 45s Minimum Level 18 Effects Ranged (Location Area of Effect) Foe -Speed (90%), -Defense(All), Chance of Disorient (Mag 3, 2% chance) Enhancements Enhance Damage Enhance Defense Debuff Enhance Disorient Reduce Endurance Cost Enhance Range Enhance Recharge Enhance Slow Set Categories Defense Debuff Ranged AoE Damage Slow Movement Stuns T8: Luminous Distortion You twist the way that light behaves in a selected area, deceiving foes into moving towards it. Enemies caught in this distortion may even become confused, targeting their allies by accident as their perception is warped. Targets illuminated by Ray of Light or Dazzling Glow will have their chance to be confused increased. Recharge Long (60s) Duration 45s Minimum Level 26 Effects Ranged (Targeted Area of Effect) Foe Attract, Chance of Confuse (Mag 3, 2% chance) Enhancements Enhance Confuse Reduce Endurance Cost Enhance Recharge Enhance Range Set Categories Confuse T9: Shining Motes You concentrate light together to create three Shining Motes at a target location. Shining Motes are fragile and have little intelligence of their own, instinctively moving towards enemies, damaging all those close to them. Upon expiring, they explode in a small but powerful brilliance that knocks down nearby enemies, and may disorient them. Shining Motes can be healed and buffed like any teammate. Damage Minor (Energy) Recharge Very Long (240s) Minimum Level 32 Effects Summon Motes: Melee Pet Powers Fly (Auto: Flight) Nova (Post Defeat: PBAoE (Energy), Foe Knockdown, Disorient) Shining Halo (PBAoE, DoT (Energy)) Resistance (Auto, Res(E25 N25, P25), Res(Immobilize)) Enhancements Enhance Accuracy Enhance Damage Enhance Disorient Reduce Endurance Cost Enhance Recharge Set Categories Knockback Pet Damage Recharge Intensive Pets Stuns Alternate Non-Pet T9 Credit goes to @MTeague for inspiring me to write this up here, for a petless T9 power. While I've posted this alternative later in the thread, I'm pasting it over here too. T9: Gleaming Sphere You summon an immobile, shining sphere of light that surrounds your current location, preventing anything inside from being seen from the outside, and vice versa. Area of Effect powers may still damage those obscured by the sphere. The luminous intensity within the sphere can cause enemies to take moderate Energy damage, have their chance to hit reduced, and even cause them to exit the area if possible. Damage Moderate DoT (Energy) Recharge Long (120s) Duration 60s Minimum Level 32 Effects Summon Sphere: Location (PBAoE) Foe -To Hit, Afraid (Mag 50) Enhancements Enhance Damage Reduce Endurance Cost Enhance Recharge Enhance To Hit Debuff Set Categories Melee AoE Damage To Hit Debuff It was definitely made with the idea of it being niche-but-potentially-potent in mind. Would be interested in hearing what others think of it as well!
  10. I think it'd be a net positive to controller play to allow terrorise to generate containment and do double damage without challenging the current control set balance. It affects three main control sets: *Dark Control *Mind Control *Illusion Dark control wouldn't notice much of a difference because it already has an AOE immobilise for containment generation. The main beneficiaries will be illusion and mind control, an under-performing control set. At 26 illusion gets spectral terror; spectral terror has two abilities, an aura that terrorises enemies around it, and terrify, a copy of a mind control ability. Both abilities are magnitude 3 and can stack to lock down bosses. However, both also have to contend with a magnitude 3 afraid aura, which causes enemies to flee. This would notably reduce the effectiveness of spectral terror as a source of AOE containment damage. I mainly see this change improving the play of non-perma phantom army illusion players. Perma phantom army illusion characters don't need extra damage from containment, and pets don't receive containment benefits. Meanwhile, mind control play would be significantly improved; mind control lacks a source of AOE containment because of its absence of an AOE immobilise. Terrify is available at level 26 on mind controllers, 24 levels after other controllers have a reliable source of AOE containment. Terrify would take significant slotting to become a viable and reliable source of containment damage. Its base accuracy is 67.5%, its duration is 27.84 seconds, and its recharge is 40s. While it does a small amount of psychic damage, its current state incentivises filling it with procs over all else. Procs are agnostic to containment damage, after all. Allowing it to generate containment encourages slotting it like a real control ability, and for some players would convince them to take it when they otherwise wouldn't. There is only one source of terrify outside of the control power sets for controllers, and that would be going three deep into the presence pool to get Invoke Panic. Invoke Panic's stats are significantly worse than other sources of terrorise and aren't worth comparing to standard mezzes available to controllers in their primaries. With a 67.5% base accuracy, a 60 second recharge, a 13.04 duration, and no overpower capability, it's not a likely investment for a controller to make. It's also a pbaoe. Traditionally terrorise abilities, all cones, are used to dull the alpha strike, whereas a pbaoe requires already having gotten through an alpha strike to use. One might worry about dark affinity, because dark miasma has a cone, but dark affinity had that cone removed when it was adapted to controller play. On the surface, it seems like adding terrorise to the list of status effects that can generate containment can only improve controller play without challenging the current balance of control sets.
  11. Hello forum goers, it has been some time, once again I am back with a new powerset proposal. I have done multiple melees, and more recently engaged in control & assaults, so I decided this time as I "always" provide aid and assistance in providing revolutionary ideas to suggestions and feedback, I would now try involving myself with support based powersets for Defenders, Controllers, and possibly Corruptors. The theme for this one is Spiritualism, it involves the player unleashing their personal spirit to help unlock others full potential. I'm providing this description as this support powerset as many of my other proposals, is different. The new twist is that it also allows for allies to grant the same Buffs to other teammates granted from the caster, as well as provide them with an additional powers while under these buff affects. Are you intrigued so far, well as always... Special thanks to @Vanden for providing the icons. Excellent job with the multi-colored effects its work spectacularly. Introducing... Spirituality Spirituality gives you the ability to to unleash your spirit onto another to awaken your teammates full potential to garner various forms of earthbound threats that may degrade an allies performance. The goal of Spiritualism is to reach enlightenment, in order to unrestrained by any control based affects as well as allowing allies to ward of enemies through projections of their mind soul and body. It is a primary powerset for Defenders and Controllers, and a secondary for Corruptors and Masterminds Power Tables Defenders and Controllers Spirituality is available as a primary set for Defenders and Controllers. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 1 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 2 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 6 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 8 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 12 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 18 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 26 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 32 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Corruptors and Masterminds Spirituality is available as a secondary set for Corruptors and Masterminds. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 2 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 4 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 10 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 16 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 20 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 28 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 35 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 38 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Powers These are the following powers in the Spirituality powerset Self Persistence You strengthen your first chakra of survival increasing your basic instinct and awareness to overcome any physical obstacles, to combat the spiritual blockade of overcoming fear granting you resistance to this affect. Grants the caster resistance to Lethal and Smashing damage. Gratification You open your targets second chakra, bringing them euphoria beyond normal limits and boosting their morale. Gratification removes the guilt from the target, protecting from psychic assaults and mez effects. As you awaken their chakra, gratified allies become able to extend this effect onto other teammates for a short time. This ability will persist for a limit of 5 uses until their acquired spiritual awakening fades away. Grants ally Spirit Blade Spirit Blade Power granted from opening Second Chakra, funnels your spiritual energy in the form of a blade to smite a foe. Deals moderate energy and smashing damage. Redirect You expand your spirit to reroute enemy attacks and protect your allies. Redirect causes damage enemies who strike you for a short time, as well as offering a chance to knock them away. Allies within range of the redirection are offered increased defense, as the attacks are simply returned to the assailants. Empowerment The extend your souls reach to untap your allies full physical potential, increasing their offensive and defensive capabilities, granting them resistance towards shame as it Slows you down. Empowered Targets are able to extend this ability for a short time. This ability will persist for a limit of 3 uses until the spiritual effects wear off. Grants ally Spirit Drain. Spiritual Drain You extract the spirit of your foe transferring the energy to yourself. Shamans Embrace You gather the spiritual energy of your surroundings to heal a target. Embraced targets are able to heal others for a limit of 2 minutes. Grants ally Spiritual Torrent. Spiritual Torrent Propel your souls energy in the shape of ones self resulting in a rushing wave of spiritual energy. Deals moderate damage. Mindfulness You open up the minds of allies close to you, preventing the disorientation of their performance amplifying their truth of their performance on the battlefield. Grants Ally Mindfulness for a limit of 3 uses. Grants Ally Unguarded Soul. Unguarded Soul You utilize you spirit to project your energy to disrupt with your targets chakra network degrading their defense. Third Eye You awaken your third eye granting your allies nullification towards Psionic any mez effects, blockading them from delusion that cloud their judgment, transcending your chakra through your mastery of your spirit. Grants ally Sightless Soul. Sightless Soul You disrupt your targets spirit plummeting their senses lessening their perception Transmigration You transcend your chakra through your mastery of your spirit to move the vacant soul into its deceased body. Grants ally Spirit Transfer. Does not grant ally this move Spirit Transfer You dispense the spiritual energy of a target and imbue that energy into yourself. Earthly Detachment Your mastery of chakra had granted you the ability to depart from the physical plane, those closest to targeted ally will grant protection from any physical restraints such as mez and status protection. Grants ally Upheaval and Weaken Spirit. Does not grant ally this move Upheaval You harness the spiritual energy form the afterlife to raise the hands of enlightenment, knocking foes upward. Deals Superior Damage, has only 1 usage Weaken Spirit You extend your spirit onto a foe by sheer presence, severely plummets their ability to dish out damage on those who have departed form the physical plane. This is an auto move. Conclusion Thank you for viewing my proposal I decided to do one with a spiritual theme as I was looking for ways to increase personal motivation given these circumstances. Hope you guys enjoy this new concept for Defenders and support based AT in general, hope that the theme was enough to allow for this new approach to this playstyle. Hopefully reading through this post will awaken your spirit and unlocked new potential for this thread. I will release potential animation and effects in the future for visualization.
  12. Hello members of the forums, I have been recently playing a control based archetype and have noticed that's there is fairly few control powerset options for control and assault as opposed to melee or ranged. As someone who prefers being a melee combatant myself I never saw this as an issue, as many people (like myself) prefer to attack enemies up close or from a distance. So the shortage of option was never a concern to me. However after playing as a dominator myself, I recognize that it is a unique playstyle and I wanted to expand on the powerset choices. I though it would be cool to introduce new Control and Assault sets, to bring more selections for Controllers and Dominators. The new theme for this powerset, would deal with space and the cosmos, an idea that isn't implemented or explored in game for players. Hopefully these themes may reinvest people into Crowd Control or grant new options for those who traditionally enjoy it. So without further a due, here is my new powerset proposal. Huge thanks to @Vanden for providing the icons. You always provide a great deal of help and creative insight towards these sets. -Omnibus FYI Spatial - Will deal with manipulating and controlling space i.e. distance and how space is bent. Ex: Distorting the space time continuums, decreasing distance between an object etc... Cosmic/Astro - Will deal with manipulating and controlling phenomenons within space and universe. Ex: Stars, asteroids, comets etc.. Introducing a new theme to Control and Assault powersets... Spatial Control Spatial Control allows you to distort the space time continuum, alter the distance between targets, and bend your surrounding environment. The sheer magnitude of altering space is so great it will often repel targets from the caster upon usage. Spatial Control is available as a primary set for Controllers & Dominators. The following table shows which powers are available and at what level: Power Level Effect Sinking Space 1 Ranged, Minor Damage (Smash), Foe Immobilize Displace 1 Ranged, Moderate Damage (Smash), Foe Teleport (Knockup) Compression 2 Ranged, Moderate DoT(Smash), Foe Hold Disperse 6 Ranged, Moderate Damage (Smash), Foe Knockback Event Horizon 8 Targeted AoE, Minor DoT (Smash), Foe Immobilize Space Time Rift 12 Location AoE, Foe Intangibility, Hold, Slow Big Crunch 18 Targeted AoE, Foe Hold Tesseract 26 Ranged Foe teleport, Foe disorient, knockback Abyss 32 Summon Abyss Powers These are the following powers in the Spatial Control powerset Damages will be adjusted to Dominators Sinking Space You warp space to transfer your foe into the gravitational pull of a much denser space beneath them, this foreign gravitational field is so immense it immobilizes them in place and deals minor DoT. Displace You alter the distance of your opponent within space to move them upward in an instant, only for them to fall downward dealing moderate smashing damage. When use with Compression/Hold the caption DISTORT will appear above a target (as more space is being distorted), dealing an additional damage allowing for more devastating blows. Compression You crush all the space around a foe binding them, and removing their movement altogether. This attack limits your opponents space needed for them to move and deals moderate DoT. Disperse You alter space to scatter an attack many distances to berate the target in front of you. This attack deals moderate damage. When used with Compression/Hold the caption DISTORT will appear once more above a target dealing additional damage. Event Horizon You select a target of your choosing into the event horizon of a black hole, a point of no return in which light cannot escape. This horizon encompasses over a widespread area immobilizing foes of the surrounding area of the foe of choice. This attack cannot be avoided if foes are in spherical distance of the targeted enemy. Space Time Rift You open a rift on the space time continuum, this distortion of space freezes time around a spherical area of a location of you choosing, foes near the rift will experience a reduction of movement speed while enemies caught directly in it will be held temporally. Maintaining this rift is a taxing feat and will rapidly decrease the users endurance. Big Crunch You compress the space over a widespread area and implode the surrounding environment forcing all foes in a spherical area of the target of your choice to be held. Foes after the affects ware of will still experience a 5 second reduction in movement before they are normal again. Tesseract You open up a cubical wormhole, that transports enemies across space time to another distance. This spatial migration is very disorienting for an opponent and knocking them backwards stunning them for a brief period of time. Abyss You tear through the fabric of spacetime to depths of existence, to summon a gap in reality that unleashes a plethora of spatial based attacks for your assistance. Spatial Assault Spatial Assault allows you to disrupt the space time continuum to alter the movement of attacks and creating shifts in the fabric of reality often disorienting your foes. Spatial Assault is available as a secondary set for Controllers & Dominators. The following table shows which powers are available and at what level: Power Level Effect Expansive Blast 1 Ranged, Minor Damage(Energy/Smash), Foe: Knockback Momentum Strike 2 Melee, High Damage(Smash/Energy), Foe: Disorient, Knockup Ripple Effect 4 Ranged (Cone) Minor Damage(Lethal/Smash), Foe: High Knockback Distortion Wave 10 Ranged, Moderate Damage(Energy/Smash), Foe: Knockback, Slow, DoT proc Implosion 16 Self +Special +DMG Foe: Snare, - Fly Higgs Field 20 Point Blank Area of Effect Melee, Moderate Damage(Smash/Energy), Foe Knockdown Intense Pressure 28 Melee, Extreme Damage(Energy/Smash), Foe: Disorient Interval 35 Sniper, Superior Damage(Energy/Lethal), Foe: Knockback Lightspeed 38 Close, Extreme Damage, Self Teleport, (Energy/Lethal), Foe: Knockback Powers These are the following powers in the Spatial Assault powerset Expansive Blast You extend the movement of your attack through spacetime, creating a repulsing blast that repels a target backwards. Deals minor damage and has a chance for a slight knockback. Momentum Strike You manipulate space to reduce friction and attack your opponent at accelerated speeds, often disorienting a foe and dealing high damage. Ripple Effect You create a ripple in the fabric of spacetime pushing back enemies away from the caster. Deals minor damage and will knockback a foe. Distortion Wave You distort the space time continuum and berate you opponent with a full wave of morphed space that overwhelms a foe surrounding environment, this disruption is so tense that reduces the movement of a foe and may do DoT on the same target if still in a similar area of the attack Implosion You implode the space around yourself slowing down your opponents movement speed and flight, while boosting spatial abilities, Type special Higgs Field You generate a miniature field of warped space around you in which mass has grown exponentially. This sphere of space increase in mass prevents all foes surrounding the from getting up. Deals moderate damage, and knocks down enemies. Reference to Higgs mechanism in which all matter is given mass my this hypothetical structure/field, anything that has mass must be within or go through this field. Intense Pressure You focus all the pressure of your surrounding environment reshaping the space time continuum, to bombard your target with the force of sheer pressure. The intensity of this attack is so immense it migrates to other opponent. Deals Extreme Damage, high chance for disorient. Interval You expel a long distance attack that travels at Planck time, dealing superior damage. This attack can potentially disorient foes and knock them back. The sheer speed of this attack is such that the caster loses no momentum upon activation. This attack is instant. Lightspeed You perform a strike that is so fast it moves at the speed of light, teleporting the caster into their opponent. Deals high damage and will knock back a foe. Cosmic Control Cosmic Control allows you to manipulate universal anomalies to restrict your foes movement and control celestial bodies. Controlling the cosmos itself cataclysmic feat and will often deal energy damage from your mastery of outer space. Power Level Effect Orbital Grasp 1 Ranged, Minor Damage (Energy), Foe Immobilize Vacuum 1 Ranged, Moderate Damage (Negative), Foe Knockup Galactic Bind 2 Ranged, Moderate DoT(Energy/Negative), Foe Hold Blazar 6 Ranged, Moderate Damage (Energy/Fire), Foe Knockback Asteroid Field 8 Targeted AoE, Minor DoT (Smash), Foe Snare Stellar Core 12 Location AoE, Superior DoT (Fire/Energy) Foe Slow, Disorient Nebula 18 Targeted AoE, Foe Hold, -Perception Quantum Tunneling 26 Ranged foe teleport, Foe confuse, knockback Extrasolars 32 Summon Bright Nova &White Dwarf Powers These are the following powers in the Cosmic Control powerset. Orbital Grasp You summon a vortex into the orbit of another planet underneath your opponent that's gravity is much larger than Earths, this immense pull of the target immobilizes them. Vacuum You open a funnel in space generating a miniature black hole knocking them downward. Deals Moderate Damage, when used with hold the strength will amplify under the caption COLLISION. Galactic Bind You encircle your opponent with a miniature galaxy bound at their center, the strength of the active galactic nucleus constricts the foes movement holding them in place dealing a moderate DoT. Blazar You jet forward a gleaming blast of scorching energy from the core of a galaxy, this attacks deals moderate damage and a slight chance for knockback. Deals moderate damage however when used with hold the strength will amplify under the caption COLLISION. Asteroid Field You transform the battlefield into an area filled with asteroids, these asteroid bombard multiple targets restricting their movement and mobility. Stellar Core Your mastery of the cosmos allows you to open a rift into the inner core of the sun, the heat from the sun is so immense it stuns your foes while severely limiting their mobility and ability to attack. This attack can be used on an area of your choosing Nebula You unleash a nebula onto an opponent of your choice, the nuclear fusion generated from within these stellar clouds of dust holds a foe in place as it spreads outward over a widespread area affecting other nearby targets, negating their perception. Quantum Tunneling You open a portal of a luminous galactic nucleus, this nucleus containing a supermassive black hole sucks in so much energy it instantly migrates your opponent to its location. The effect of this traveling ways in heavy on your foe, and will suffer from confusion whist in a state of panic. Slight chance for knockback. Extrasolars Your understanding of the cosmos allows you to transport various extraterrestrials to fight by your side. This being is capable of utilizing cosmos with a variety of energy based attacks. Astro Assault Astro Assault allows you to expel a variety of universal phenomenon's to project onto your opponents bombarding them with the objects from the night sky. Barraging your enemies celestial bodies of deep space a phenomenal feat and its cosmic impact will often degrade the defense of an opponent from the sheer magnitude of the attack. Power Level Effect Meteorite 1 Ranged, Minor Damage(Energy/Smash), Foe: Knockback Orion Arm 2 Melee, High Damage(Smash/Energy), Foe: Disorient Solar Ignition 4 Ranged Minor Damage(Energy/Smash), Foe: High Knockback Galactic Thrust 10 Ranged, Moderate Damage(Energy/Smash), Foe: Knockback Heliopause 16 Toggle: Self +Special Foe Repel, Knockdown Supernova 20 Point Blank Area of Effect Melee, High Damage(Fire/Energy) Collapsing Star 28 Melee, Extreme Damage(Energy/Smash), Foe: Disorient Halley's Comet 35 Sniper, Superior Damage(Energy/Lethal), Foe: Knockback Big Bang 38 Close, Superior Damage(Energy/Smash), +DMG, DEF (All) Foe: Knockback, -Perception over PBAoE Powers Meteorite You summon a meteorite from deep space to launch at your opponent knocking them down. Deals Minor Damage. Orion Arm You propel your arm forward harnessed by galactic energy for a single fatal swing disorienting a foe. Deals High Damage. Solar Ignition You generate a miniature sun in the palms of your hands and cast it down outward to your opponent, knocking them backwards. Deals Minor Damage. Galactic Thrust You circulate the air of your surrounding to create a miniature galaxy in which rapidly propels forward in a pressing strike, repelling foes caught in its path. Deals Moderate Damage. Heliopause You surround your self with the force of outer space, which stops all other external forces from gaining close contact with you. This attack when toggled repels foes when close to the caster. Supernova You show unleash an attack of a exploding star, this rapid expansion of stellar energy combust violently and easily scatters energy over a widespread area. Collapsing Star This move shows great mastery over the cosmos, as you lunge into the air and preform an attacks that compresses the energy of a supernova and concentrates it into a single blow affecting a single target. Will disorient a foe from the sheer impact. Deals Extreme Damage Halley's Comet A focused blast of immense strength and speed for collected over traveling lightyears at a time. This is a sniper attack and is best fired from a distance as it can be interrupted. Deals Superior Damage Big Bang A truly phenomenal feat, you bring forth the very spark of creation. You discharge the unbridled spark of existence across the battlefield, the massive radiance of this move forces all foes to loose their perception over a point blank area, as well as knockback foes and severely degrade their defensive and offensive capabilities. The energy brought forth from this attack is unrestricted you will gain a boost in you combat attributes from the rapid influx of energy. NEW FX & Animation for Visualization Icon Power Name Animation FX Sinking Space Crush Target: Power Siphon (White) Displace Levitate Target: Teleport Compression Siphon Power Target: Unleashed Potential Disperse Transference Shockwave Event Horizon Time Crawl Caster: Time Crawl Ground: Temporal Mending Space Time Rift Distortion Field Distortion Field & Reveal Target: Time Stop Surrounding Targets: Slow Movement Big Crunch Time Stop Caster: Time Stop Target: Time Stop Ground: Time's Juncture Tesseract Translocation Caster: Invent (Idle) Target: Time Shift Abyss Rune of Protection Summon: Singularity (Black) Expansive Blast Aging Touch Aging Touch Momentum Strike Telekinetic Blow Telekinetic Blow Ripple Effect Wall of Force Wall of Force Distortion Wave Shockwave Sirens Song Ground: Fissure Implosion Chronos Sound Barrier Higgs Field Disruption Aura Mass Levitation Intense Pressure Energy Transfer Target: Project Will & Shout Jump Effect: Project Will & Scream Interval N/A Sound FX: Sniper Blast Lightspeed Piercing Rounds Time Shift & Piercing Rounds w/o Weapon Orbital Grasp Crush Target: Positron Cell Ground: Space Vacuum Dehydrate Dehydrate (Black) Galactic Bind Time Crawl Time Crawl Blazar Power Burst Power Burst (Orange) Asteroid Field Power Siphon Target: Power Siphon (White) & Orbiting Death (Brown) Stellar Core Dimension Shift Dimension Shift (Yellow) Nebula Steamy Mist Steamy Mist (Light Purple, Faded Green) Quantum Tunneling Time Shift Time Shift Extrasolars Time Crawl Rikiti Portal Summon: White Dwarf & Bright Nova Meteorite Cosmic Burst (Bright Sniper Alt) Hurl Boulder w/out grab effect Orion Arm Sweeping Cross Time Crawl Solar Ignition Neutron Bomb Neutron Bomb (Yellow) Galactic Thrust Hydro Blast Portal (Horizontal) Heliopause Strength of Will Barrier Core (Alpha) Supernova Chrono Shift Chrono Shift & Pulsar Collapsing Star Incandescent Strike Incandescent Strike Halley's Comet Moonbeam Moonbeam Big Bang Thunder Clap Dawn Strike - Finally NEW Additional Animation and FX soon for Visualization Epilogue Thank you those who enjoyed viewing my proposal. This is an idea I want to see implemented in the came because of the lack of universal themes in this superpowered MMO. I would like to see more themes like this whether it is in a different set, however I choose control and assault as they were the ones I'd like to see get added onto the most and provides for a whole new range of themes and qualities we can add to powersets in the game. Some of these concept draw from quantum mechanics and scientific studies about deep space, so I hope if you caught some of the references. Nevertheless Hope you enjoyed exploring the cosmos.
  13. Maj

    Build Help

    Hey looking for help/ a full build for a solo electric/storm/elec mu controller that will be able to solo content well but also play and run in tf's and other general mission content on the game, influence is not an issue, just looking for a build that can solo well and also help in tfs, any help is appreciated.
  14. gribster2

    ICE/SONIC

    I am looking for a .mxd file to look at a build for the above controller ice/sonic thanks in advance
  15. Preface: I've played City of Heroes for a very long time, and eons ago I remember being able to use Flash or Mass Confusion or Cinders, etc. to control (or later dominate) my foes. They were reliable and helped define what it meant to be a controller. But then dark times occurred, and the CoH devs decided that they would smite us for thinking that a controller could effectively control a group of would be criminals. Wouldn't it be great if we could use a AoE hold or power and it recharged out of the box significantly less than the 4 minute (240 second) timer that was imposed upon us? We live in a world where DPS can nuke every group (and sometimes twice if their a sentinel), but we are stuck waiting as CONTROL BASED AT'S are left in the dust and often times not even needed... I'd suggest that we go across the board and reduce the base recharge of controller and dominator AoE Mezzes from 240 to 90 seconds (I'd even compromise at the 2 minute mark). As usual thanks. Any thoughts on the matter?
  16. The Current Situation Controllers are one of my favourite archetypes - capable of changing the course of a battle with a single well aimed power, and aiding their allies while debilitating their foes, it makes for a character that prefers to facilitate victory, rather than getting their hands dirty in the middle of a fight. However, while they can easily disable weaker enemies with their numerous abilities, much of their arsenal is rendered ineffective against stronger foes, which have inherent levels of protection against status effects. That is to say: the raison d'être of a Controller's entire Primary power set (i.e. disabling or otherwise hindering the enemy) becomes an accessory to their other abilities while facing Archvillains and Giant Monsters. No other category of powers invalidates themselves against stronger enemies to this wide of a margin - buffs and debuffs work, as do powers that deal damage. While they function at a diminished rate, they still do something. In comparison, status effects are binary: they either affect the enemy or they don't, and in the case of Archvillains and Giant Monsters...they usually don't. While it is true that it is possible to stack enough status effects to overcome this inherent protection that these stronger foes have, one Controller alone is very unlikely to be able to do this - why else would Archvillains have a cycling period of higher/lower status effect immunity? As it stands, Dominators are the better choice for actually locking down stronger enemies due to their inherent: the doubled strength of their control powers mean that they're much more capable of exceeding the status effect protections that such enemies possess. The Proposed Change Controllers actually have an inherent ability that lets them bypass the protections of some enemies to a degree. This comes in the form of 20% chance of increasing the magnitude of a status effect inflicting power by 1 (denoted by the word Overpower on use). Since most status effects have a magnitude of 3, this lets them occasionally affect Boss ranked enemies in a single hit. However, this does little to nothing for higher ranking enemies, which have much higher levels of protection. This proposal (which I'm calling Overwhelming Overpower) attempts to change this, giving the Overpower mechanic the chance to grant higher levels of magnitude than just 1. As a result, Controllers now have the chance to affect higher ranking enemies with just a single use of a status effect inducing ability. While this makes them less reliable than a Dominator, they can potentially reach far greater heights. As the table below shows, Overpower can now actually, well, overpower enemies, regardless of their rank. Additional Magnitude Chance per Overpower Chance per Power Usage Floating Text +1 = affect a Boss 50% 10% = 10 in 100 uses Overpower +4 = affect an Elite Boss 25% 5% = 5 in 100 uses Overpower! +54 = affect an Archvillain 20% 4% = 4 in 100 uses Overpower!! +100 = affect a Giant Monster 5% 1% = 1 in 100 uses Overpower!!! This was partially inspired by the idea of saving throws in D&D. Naturally, higher level enemies tend to be more resistant to effects, but there was still the chance that a bad roll of the die could leave them affected. As seen in the table above, Archvillains now have a 25% chance of being overwhelmed by a status effect inducing ability, if it is Overpowered. In other words, rolling a natural 1 on a d20 (20% chance of Overpower, then 25% chance of a +54 or higher Magnitude boost). I also added in a section that allowed Elite Bosses to be instantly affected as well, since they have somewhat higher protection levels than Bosses do - it also serves as a way of giving Controllers some additional magnitude to play with against Archvillains/Giant Monsters to some degree, making it a little bit easier to overwhelm them. I figure that these numbers strike a fair balance between making control powers completely godlike and essentially useless - with enough attempts, a Controller can now lock down powerful enemies, even if they can't build enough stacks to brute force their way through an enemy's protection. However, people more versed in numbers than I am, please feel free to correct me, or suggest changes to these chances. Potential Further Ideas Smoother Overpower Magnitude Curve One idea I've been toying with is the idea of having Overpower's magnitude be more variable. Instead of a flat chance for specific magnitudes, perhaps using a logarithmic scale with higher/lower magnitudes might be more potent. My main concern here is that this might be a bit too powerful, depending on exactly how this scale might look. Extremely high values would occur at approximately the same rate as before, but it'd also provide the opportunity for status effect magnitudes to stack a little better (e.g. a chance of having a Mag 40 Hold, followed by a few regular Mag 3 ones, just enough to Hold an AV). This could further boost the Controller's ability to lock down Archvillains and Giant Monsters, even if they don't exactly hit the right threshold the first time around, by stacking additional status effect points to just reach the limit. Were I more versed in maths, I'd draw up a graph of the likelihood of a specific magnitude on an Overpower under this model...but sadly I am not. +Chance to Overpower Another idea that's come to mind is letting the actual chance for the Overpower effect occur more frequently depending on a stacking bonus, similar to how Stalkers can build higher chances for critical hits. Potential ideas for 'stacks' (of let's say 5%) could be: Stacking percentage based on how many status effects on an enemy are applied (even if they aren't affecting them) E.g. Controller attempts to Hold + Sleep + Confuse an AV, chance to Overpower is now 20% + (5% + 5% + 5%) = 35% chance Stacking percentage based on how many recent control powers have been used (time pending) Stacking percentage based on previous controls that weren't an Overpower (increase chance if it hasn't happened lately) E.g. Controller's previous two controls were regular ones, chance to Overpower is now 20% + (5% + 5%) = 30% chance Increased chance based on amount of magnitude left until it exceeds protection (Current Magnitude Inflicted / Enemy Magnitude Protection) * 100 = additional chance to Overpower E.g. Controller Holds AV for Mag 3, resulting in a 26% chance to Overpower (3 / 50) * 100 = 6% additional chance Overpowering Overkill Two points that have been brought up a few times in this thread: Controllers are a little bit slow at actually clearing out enemies in regular play Overwhelming Overpower does little against weaker enemies (Lieutenants and below) As such, this additional proposal aims to address these two points in the following manner: An Overpower or above will instantly defeat Underling ranked enemies and below 20% chance for instant defeat on power use An Overpower! or above will instantly defeat Minion ranked enemies and below 10% chance for instant defeat on power use An Overpower!! or above will instantly defeat Lieutenant/Sniper ranked enemies and below 5% chance for instant defeat on power use An Overpower!!! will instantly defeat Boss ranked enemies and below 1% chance for instant defeat on power use This is flavoured as the Controller's higher magnitude powers fully overwhelming weaker enemies, and thus leading to their subsequent defeat. As such, the proposal might work well together with the previous suggestion of dynamically increasing the chance of an Overpower occurring. Conclusion With this proposal, Controllers should now be able to better lock down higher ranking enemies, rather than rely on their secondary abilities to help a team when facing them. Rather than building stacks of status effect points that will likely do little, or needing other team members to help them, a Controller can now know that their attempts in locking down that AV all have the chance to become something greater: an Overwhelming Overpower! Feedback as always is welcome - is this something that you might like to see? Any changes that you'd like to this proposal? Looking forward to any responses that come my way! History Initially, here was what the likelihood of Overwhelming Overpower looked like - after some discussion, I figured that it was a bit too low:
  17. Hey everyone. Blaster here, I just made my first controller since the game came back. Just wondering if anyone has any good builds for the ill/plant combo, or if anyone could make one up for me? Thanks in advance! Edit: If it sweetens the deal I can compensate you with some influence or some farms runs for the build if it helps persuade anyone to chime in 😄
  18. Currently, the power Fissure (both in Controller and Dominator flavour) requires you to be on the ground to activate it. The old i25 patch notes changed the way a number of powers worked (Foot Stomp, Atom Smasher, Burn, Tremor, Ice Patch). Before these changes, they needed to be activated while you were on the ground. Now, they can also be used while flying, so long as you're close to the ground - a nice quality of life adjustment. Given that there is precedence for similar powers being adjusted in this way, it would be nice if Fissure could also be used while flying, instead of requiring you to be on the ground.
  19. Love some input on my build. I'm quite happy with how it plays at the moment, but it can always get better. I don't have all my incarnates at the moment, but they will just make life easier down the road. I'll give some input below on my rotations and stuff below. I haven't pushed this and don't know what kind of content it can actually do but I'm not sure higher then +2/x8 is advisable without completed incarnates (I do +2/x5 atm when solo). Hero Plan Import info: Hero Profile: Incarnates: Set Bonus Totals: Set Bonuses:
  20. I decided to take a stab at making a Control powerset that I’ve been tossing around in my head for a while. Manipulating insects was either going to be a Mastermind or Control powerset, but I eventually settled on the latter; I figured it made more sense to direct swarms that way, over having a small group of pets. It’s actually my first time doing something like this, so hopefully it impresses! I don’t have the best of heads for numbers in the game, but I do hope it turned out alright. Especially since this powerset in particular is very focused on numbers, as can be seen in the power breakdowns for each of them. I tried to keep the ‘feel’ of controlling insects throughout – overwhelming enemies through slow, persistent attrition; a game of gradually grinding at things. It sacrifices immediate control for the promise of eventually locking down the entire battlefield. Hopefully it shows through the different powers on display! Insect Control Power Table Power Level Effect Plague 1 Ranged, Moderate DoT (Lethal/Toxic), Foe Knockdown, -DMG Blight 1 Ranged, Moderate DoT (Lethal/Toxic), Foe Hold, -DMG Webbing 2 Ranged (Targeted AoE), Minor DoT (Lethal/Toxic), Foe Immobilize, -Fly, -DMG Swarm Cloud 6 Ranged (Targeted AoE), Foe -Range, -Perception Insect Cloak 8 Toggle: PBAoE, Team Stealth, +DEF(All) Bug Burst 12 PBAoE, Minor DMG (Lethal/Toxic), Foe Fear, -DMG Ground Crawlers 18 Ranged (Location AoE), Minor DoT (Lethal/Toxic), Foe Knockdown, -DMG Infestation 26 Ranged (Location AoE), Minor DoT (Lethal/Toxic), Foe Hold, -DMG Insect Colony 32 Summon Colonies: Melee, Minor DoT (Lethal/Toxic) Powers Blight Harasses a target with biting and stinging insects, leaving them helpless under the swarm while taking moderate Lethal damage. Multiple applications of Blight are required to incapacitate most enemies, but the target’s ability to deal damage will still be reduced. Damage Moderate Damage over Time (Lethal/Toxic) Recharge Fast (5s) Duration 78.22s Minimum Level 1 Effects Ranged Foe Hold (Mag 1), -10% DMG (12s) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Hold Duration Enhance Range Increase Attack Rate Set Categories Ranged Damage Holds Bug Burst Unleashes a disorienting cacophony of flies, locusts, and other winged insects around you, terrorizing and harming all enemies as they fend them off. Enemies that are unaffected still have their damage reduced from minor bites and stings. Damage Minor (Lethal/Toxic) Recharge Slow (40s) Duration 27.94s Minimum Level 12 Effects Point Blank Area of Effect Foe Fear (Mag 3), -10% DMG (12s) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Fear Duration Increase Attack Rate Set Categories PBAoE Damage Fear Ground Crawlers You cause insects to congregate across the ground, biting and pulling at foes that pass through this location, causing many of them to fall down in pain. The bites and toxins inflicted against them also reduces their ability to deal damage. Damage Minor Damage over Time (Lethal/Toxic) Recharge Long (90s) Duration 30s Minimum Level 18 Effects Ranged (Location Area of Effect) Foe Knockdown (Mag 0.67), -10% DMG Enhancements Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Set Categories Targeted AoE Damage Knockback Infestation You command a cloud of biting and stinging insects to gather at a targeted location. Foes that pass through this location will take minor Lethal damage, and are left swarmed and helpless from numerous bites. Damage Minor Damage over Time (Lethal/Toxic) Recharge Long (150s) Duration 60s Minimum Level 26 Effects Ranged (Location Area of Effect) Foe Hold (Mag 2), -10% DMG Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Hold Duration Enhance Range Increase Attack Rate Set Categories Targeted AoE Damage Holds Insect Cloak A blanket of flying insects covers you and all nearby allies, making them more difficult to see. Additionally, you and your teammates are granted a minor bonus to your defense to all attacks. Insect Cloak cannot be used with any other self affecting Concealment type power. Recharge Slow (15s) Endurance 0.36/s Minimum Level 8 Effects Toggle: Point Blank Area of Effect Team Stealth (60ft.), +2.25% Defense (All) Enhancements Enhance Defense Buffs Reduce Endurance Cost Increase Attack Rate Set Categories Defense Insect Colony You command the surrounding insects to form into 3 autonomous colonies. Each colony will swarm a single foe, inhibiting their actions with toxin-laced bites and stings. They can be healed and buffed like any teammate. Damage Minor (Lethal/Toxic) Recharge Very Long (240s) Minimum Level 32 Effects Summon Colonies: Melee Colony Powers Fly (Auto: Flight) Sting (Melee, DoT (Lethal/Toxic), -Speed, -Recharge) Resistance (Auto, Res(S25 L25 T25), Res(Immobilize)) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Flight Speed Enhance Range Increase Attack Rate Set Categories Pet Damage Recharge Intensive Pets Plague Sends a swathe of bugs to overwhelm a target, dealing moderate Lethal and Toxic damage as they assault them. The pain from the bites may cause the target to fall to the ground. Additionally, the toxins from the bugs reduce the damage of the affected foe. Damage Moderate Damage over Time (Lethal/Toxic) Recharge Moderate (8s) Minimum Level 1 Effects Ranged Foe Knockdown (Mag 0.67), -10% DMG (12s) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Set Categories Knockback Ranged Damage Swarm Cloud Surrounds all foes near the target with flying insects, dramatically obscuring their vision. Affected targets will have their range and ability to see greatly reduced, but they will still be alerted to your presence if they are attacked. Recharge Slow (15s) Duration 60s Minimum Level 6 Effects Ranged (Targeted Area of Effect) Foe -90% Perception, -45% Range Enhancements Enhance Accuracy Reduce Endurance Cost Increase Attack Rate Set Categories None Webbing Orders nearby insects to cover a group of targets in silk, slime, and other secretions before attacking your now immobilized foes. Multiple applications of Webbing are required to immobilize most enemies. Damage Minor Damage over Time (Lethal/Toxic) Recharge Fast (5s) Duration 97.79s Minimum Level 2 Effects Ranged (Targeted Area of Effect) Foe Immobilize (Mag 1), -10% DMG (12s) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilization Duration Enhance Range Increase Attack Rate Set Categories Targeted AoE Damage Immobilize
  21. Option 1 : Add Fear and Confuse status effect to Containment Proc Option 2 (Optional) : Mez +1 is lacking compared to other AT's, so how about it stacks? If you immobilized enemy +1 to all mez and if you stunned on top on that +2 to all mez and if you hold enemy +3 to all mez. This will allow underpowered status effects to shine at least once Option 3 (Optional) : Status Effects last longer the more mez you have on particular enemy? Or at least if not mezzed allow -protection to remain longer so we can eventually mez GMs or AVs on Incarnate Content. That's it.
  22. Last night I had an idea, as I was playing and thought about NBC's Heroes. Remember Ando? How he could boost people's powers? This is a very rough idea, and I'm totally open to different ideas. Note the numbers after the placeholder power names are what level they would be available on either a primary or secondary for the power set concept. Erratic Amplification 1 1 Ranged Foe, -Max HP, -ToHit, Special(+Damage) Amplified Recovery 1 2 PBAoE, Ally +Regen, +Recovery, +Recharge Amplified Pain 2 4 Toggle: PBAoE Foe (-Defense, -Resistance, -Regen) Amplify Ally 6 10 Ally +Power Boost (similar to Empath Fort) Amplify Self 8 16 Self +Power Build Up Amplified Travel 12 20 PBAoE Team, +Max Movement Speed (run, jump, flight), +Max Teleport Range, +Special (Recall Friend/Shadow Recall act similar to ATT) Amplification Aura 18 28 Toggle: PBAoE Team, +Special (weaker toggle version of Power Boost) Amplified Inspiration 26 35 Ally, +Special (Boosts inspirations used on individual) Ultimate Amplification 32 38 PBAoE, Team +Special (Team Ultimate Inspiration), lasts 15 seconds, 10 minute recharge I was trying to think how we could get something rather unique as far as a support set could go, and thought this could be conceivably a cool idea. I haven't figured out what potential buff/debuff numbers necessarily could be aside of the tier 9 as that's fixed but duration/recharge is up for discussion on that one. Every Hiro needs an Ando.
  23. The Problem Controllers often use status effects like Sleep/Hold/Stun..ect which are covered by the condition for containment damage. However they also use a bunch of other effects that certainly impede the victim's ability to act but do not count for containment damage. Two in particular: Fear and Confuse, often both prevent the enemy from attacking you or your allies and in the case of Fear, stops them moving too. One could say that Containment is only for status effects that 'lock down' enemies as the description states, but the effective message and gameplay perception of the inherent is that you get 'bonus damage from enemies under control effects'. The Suggestion Add Fear and Confuse to the list of applicable status afflictions for Containment to deal bonus damage. There's no reason to not include them as they are still strong statuses when used correctly. To denounce Fear because hitting them breaks the status early would eliminate Sleep as a status (and Fear eventually holds the attacked target after a short while too). And while Confuse doesn't stop the enemy from doing things, they might as well not be because aside from skimming off XP, a confused enemy can only be helpful to your team. In the case of a single confused enemy, they might as well be held. I would say straight up that Knock effects shouldn't count, they're not persistent status effects. Taunt and Placate are tricky, while the two statuses and Confuse definitely do change how an enemy behaves, at least Confuse prevents the enemy from hurting you or your team mates, which neither accomplish (Taunt drives them to hurt you, Placate drives them to hurt your team). For them to have an inclusion into Containment's effect it would have to be something like the below suggestion: Other control effects not currently included in Containment could be counted as a mini-crit grouping of damage bonuses, with Fear/Confuse/Taunt/Placate providing a smaller amount of bonus damage and in the event of an enemy having multiple statuses, takes the higher multiplier. An enemy with confuse could have something like +50% damage, while a Sleeping, Confused enemy would take the normal +100% damage. I still would like Fear and Confuse to be considered +100% damage statuses, but as a compromise, I can deal with it being made with mini-critting status effects so long as Containment can benefit from as many CC effects as plausible.
  24. Hello guys, last night i saw a post with a Plant/Poison build by @Frosticus so i decided to change it into Earth/Poison because earth is love, earth is life etc etc. So i ended up with a build that i think it needs more S/L defense (+4,5% more to softcap). Any suggestions? http://www.cohplanner.com/mids/download.php?uc=1537&c=715&a=1430&f=HEX&dc=78DA65944B4F13511886CFB453A0A5A5949616CABD140A9416068D3B432256834242E407900606DA886DD3D644548898F81B58A03FC098B85474E70F70A9B870EF858B26AE7453BFCEFB9636E9A4CD73E6BB9DF77CE79C597E70DDFDFAE6FEBCD23A17B6D3A5D2DA423E572EE6B7B7CDA26339BD955D57D5A755FEC3754F2D28994A17CB99DA5BB021E0DAFDCDCDE44A3E5BCAE77C8BB98C593473E5646DE05AC94BEE6AC13437DCD670C94C17B2B92D6FED65C32C9632D982C77ABF91DDCA94C5DB952A64D793ABE57CCE5C5B4E97CA6671A74764C5E5FF58537C2A0E65D8943274659B26EF6916F5B47040386DB7DE5B52E0AD90A459F915A546C416D3D5AE4693AAE8DA21F2DB8E9445570479AE6FA07B0EF3DC913A76E4D8EC2D766BAE968FF0B57D10FA75B527A51C88518E38EA8DB6A2BD555BEB57C447C4E0844D7332CE4D3E911AEDD4D6BE036D230FC947E42E18DD038352CF8335DA3CDDB005FE407FF036E893182F7BE8654CA78B74835D1EB28335BCE0BEC087FA0EDF1BAC61F02D387C44BE239F8131F6449379FD5CBF3F8C35DAC5D68D7A5A7708FB169C834E5D7C21CE15A2CE1EEAECA1CE307586A9B39F3A9F0A7AD9BBDE4F36ABEEF867F298FC02C6FE41E76140A93EE4D8FB7866FA79A60679A60619EB176D035CCBC04BB105A447621BA26D887A9F4BCD087B1D79859AA38BA8317A95E41CD179F8A3E7D0F54272C7586F8C3D3C959009F66482E77392E77572073193ECFBD41592E7F7AF1B77A89A1B1F876F3A46C6C9BBA895A0A6C49AB2EEC999944872DE24D736C3BD98E15ECC702F0CEE85C1BD3897DC59AE639667BB5FBFB8C7F293A7BAE09AA532D5E49D6DB2184D964B4D96CB4D9625BDE11BE0C49A57F48B6F80D2A8CFD97971C72B672EF133474BC0FFAB6E7368DFD1DF8E1F60EC27387502264E41E30C3C6FAC37817ABFEB364D3B80AE8E61F85272690CF82A070DE3F791FA381CA88F8F1B624EA2F5F17F2CC7E973
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