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What are the worst powers in the game?


Bionic_Flea

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Don't forget the pony!

 

Disclaimer: Not a medical doctor. Do not take medical advice from Doctor Ditko.

Also, not a physicist. Do not take advice on consensus reality from Doctor Ditko.

But games? He used to pay his bills with games. (He's recovering well, thanks for asking!)

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Let me elaborate on why I think Psychic Scream is useless.

 

Base damage ranges from 35-87, defender to dominator.

 

The AOE size for every version but Sentinel is 30 arc with 60-70 range. Sentinel version is 50 arc with a 70 range. Why it's the best of the worse.

 

The power has a 2.67 cast time, with a 2.9 arcana time.

 

The only good thing about the cast length is that you'll have plenty of time to see all the targets you missed while it's animating.

 

But it gets worse, because of the large but narrow cone it does not proc well. You cannot really compensate for the low damage.

 

And the live devs decided this would make an excellent T9 power for Night Widows. Yes, let's give a semi squishy melee AT an attack that anchors them for 2.67 and is useless in melee because of the narrow arc.

 

Somehow the -recharge debuff is supposed to make up for all the other issues, but it doesn't.

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Hemmorhage from tanker Savage melee.

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On 1/14/2022 at 7:52 PM, Bill Z Bubba said:

All Sleep powers unless you're 100% solo.

I've used sleep powers on teams rather successfully. They can be used to mitigate alpha strike or prevent additional mobs from coming in. They might be situational, but I don't think they are bad.

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Top 10 Most Fun 50s.

1. Without Mercy: Claws/ea Scrapper. 2. Outsmart: Fort 3. Sneakers: Stj/ea Stalker. 4. Waterpark: Water/temp Blaster. 5. Project Next: Ice/stone Brute. 6. Mighty Matt: Rad/bio Brute. 7. Without Pause: Claws/wp Brute. 8. Emma Strange: Ill/dark. 9. Nothing But Flowers: Plant/storm Controller. 10. Obsidian Smoke: Fire/dark Corr. 

 

"Downtime is for mortals."

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On 1/16/2022 at 7:18 AM, Uun said:

Frequently the only way for controllers to establish containment on AVs. AVs don't have native resistance to immobilize. Very handy in stopping AVs from running if you don't have a tank or brute. I believe they all also have -fly and are useful for bringing them down. The damage isn't great, but is often needed for controllers prior to getting pets and epics.

Marginally useful I agree. 

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Second attempt: The appropriately named Masochistic Flea - AR/Devices with Time Bomb and LRM Rocket.

 

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Masochistic Flea: Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Teleportation
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Burst

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (31) Superior Defiant Barrage - Damage/RechargeTime
  • (31) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (33) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (33) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (33) Superior Defiant Barrage - RechargeTime/+Status

Level 1: Toxic Web Grenade

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (34) Superior Blaster's Wrath - Damage/Recharge
  • (34) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (36) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (37) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 2: Caltrops

  • (A) Positron's Blast - Chance of Damage(Energy)
  • (45) Javelin Volley - Chance of Damage(Lethal)
  • (45) Bombardment - Chance for Fire Damage
  • (46) Impeded Swiftness - Chance of Damage(Smashing)
  • (46) Ragnarok - Chance for Knockdown

Level 4: Taser

  • (A) Devastation - Accuracy/Damage
  • (45) Devastation - Accuracy/Damage/Recharge

Level 6: M30 Grenade

  • (A) Annihilation - Accuracy/Damage
  • (7) Annihilation - Accuracy/Damage/Endurance
  • (11) Annihilation - Chance for Res Debuff
  • (29) Force Feedback - Chance for +Recharge
  • (29) Sudden Acceleration - Knockback to Knockdown

Level 8: Combat Jumping

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (9) Reactive Defenses - Scaling Resist Damage
  • (9) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 10: Targeting Drone

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

Level 12: Sniper Rifle

  • (A) Gladiator's Javelin - Accuracy/Damage
  • (13) Gladiator's Javelin - Accuracy/Damage/End/Rech
  • (13) Gladiator's Javelin - Chance of Damage(Toxic)
  • (15) Sting of the Manticore - Accuracy/Damage
  • (15) Sting of the Manticore - Damage/Endurance
  • (27) Sting of the Manticore - Chance of Damage(Toxic)

Level 14: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 16: Tough

  • (A) Gladiator's Armor - TP Protection +3% Def (All)
  • (17) Steadfast Protection - Resistance/+Def 3%
  • (17) Unbreakable Guard - Resistance
  • (19) Unbreakable Guard - Resistance/Endurance
  • (19) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (21) Unbreakable Guard - +Max HP

Level 18: Super Speed

  • (A) Celerity - +Stealth
  • (31) Celerity - Endurance

Level 20: Field Operative

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (21) Luck of the Gambler - Defense/Endurance
  • (23) Numina's Convalesence - Heal/Endurance
  • (25) Numina's Convalesence - Heal
  • (25) Power Transfer - EndMod
  • (27) Power Transfer - Chance to Heal Self

Level 22: Weave

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

Level 24: Smoke Grenade

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

Level 26: Ignite

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (37) Superior Frozen Blast - Damage/Endurance
  • (39) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (39) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (39) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (40) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 28: Combat Teleport

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance

Level 30: Teleport Target

  • (A) Warp - Endurance/Range

Level 32: Full Auto

  • (A) Bombardment - Damage
  • (40) Bombardment - Accuracy/Recharge/Endurance
  • (42) Bombardment - Damage/Recharge
  • (42) Bombardment - Accuracy/Damage/Recharge
  • (42) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (43) Bombardment - Chance for Fire Damage

Level 35: Body Armor

  • (A) Aegis - Resistance
  • (36) Aegis - Resistance/Recharge
  • (36) Aegis - Resistance/Endurance

Level 38: Gun Drone

  • (A) Thunderstrike - Accuracy/Damage/Endurance

Level 41: Surveillance

  • (A) Achilles' Heel - Chance for Res Debuff
  • (43) Analyze Weakness - Accuracy/Defense Debuff
  • (43) Analyze Weakness - Accuracy/Endurance/Recharge

Level 44: Time Bomb

  • (A) Armageddon - Accuracy/Damage/Recharge
  • (49) Armageddon - Damage
  • (50) Armageddon - Damage/Endurance

Level 47: LRM Rocket

  • (A) Bombardment - Damage
  • (47) Bombardment - Accuracy/Recharge/Endurance
  • (47) Bombardment - Damage/Recharge
  • (48) Bombardment - Accuracy/Damage/Recharge
  • (48) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (48) Bombardment - Chance for Fire Damage

Level 49: Fold Space

  • (A) DSync:D-Sync Drain
  • (49) DSync:D-Sync Conduit

Level 1: Brawl

  • (A) Empty

Level 1: Defiance


Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Swift
  • (A) Run Speed IO
Level 1: Health
  • (A) Panacea - +Hit Points/Endurance
  • (3) Numina's Convalesence - +Regeneration/+Recovery
  • (3) Preventive Medicine - Chance for +Absorb
Level 1: Hurdle
  • (A) Jumping IO
Level 1: Stamina
  • (A) Power Transfer - EndMod
  • (5) Power Transfer - Chance to Heal Self
  • (5) Performance Shifter - Chance for +End

 

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3 hours ago, Nightmare Shaman said:

lol  I've tried to make them work so many times...  Rolled one right after CoV launched.  Over the years kept coming back hoping maybe, maybe this time they have been improved, buffed, something.  But no.  

 

I've done tests in mids, the only way I see them as comparable to the other pet sets is by using group fly with them, as they are the only other fully ranged set. But even then I see them struggling on difficult content. But if people don't mind playing them on lower difficulties, or for fun or theme then I'm all for it. Have mused about what I might be able to do if i multibox them, but even then I imagine it would be cumbersome. At least the robots have the fire assault patch.  

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I made a Mercs/Sonic which worked surprisingly well.  The pets are much better behaved than they used to be and stayed inside the bubble most of the time.   Sure, it's not as strong as a lot of other MM combos, let alone other ATs.  But it performed well enough that I leveled him to 50 without much PLing and earned +3 incarnates.

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On 1/17/2022 at 10:35 PM, ihatethewind said:

Marginally useful I agree. 

Also, in case you don't have the endurance to fling that AoE immobilize one more freakin' time (looking at you, my level 20ish Earth Controller).

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The Bane Spider Primary's 'Mace Beam' series have a special, glaring badness to them.

The T1: Mace Beam, has range 70 instead of 80, and a 2s cast time. You can fire both Single shot (which hits as hard) and Burst(which is even better) together in less time than just Mace Beam alone.

Mace Beam Blast is a radius 10 AoE with just over half the damage of a Frag Grenade, and also has Range 70 and a 2s cast time.

Mace Beam Volley is a short, relatively narrow (45 degree and 40 length) cone of a little over half the damage of Heavy Burst.

Poisonous Ray has range 40  T2 damage, but as a slow, Toxin DoT (thus VERY heavily resisted by many). Also a 2s cast time.

 

Now none of these are looking all that hot compared to the faster animating gun abilities, especially on the AoE front.

But then the AT rubs it in with the epic, whose Mace Blast(yup, same name) and Disruptor Blast (AoE radius 15) are both stronger and further-reaching... not that I'd ever take it over other alternatives like Mu or Soul (who animate faster and aren't half smash damage).

Edited by Novacat
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1 hour ago, Novacat said:

The Bane Spider Primary's 'Mace Beam' series have a special, glaring badness to them.

The T1: Mace Beam, has range 70 instead of 80, and a 2s cast time. You can fire both Single shot (which hits as hard) and Burst(which is even better) together in less time than just Mace Beam alone.

Mace Beam Blast is a radius 10 AoE with just over half the damage of a Frag Grenade, and also has Range 70 and a 2s cast time.

Mace Beam Volley is a short, relatively narrow (45 degree and 40 length) cone of a little over half the damage of Heavy Burst.

Poisonous Ray has range 40  T2 damage, but as a slow, Toxin DoT (thus VERY heavily resisted by many). Also a 2s cast time.

 

Now none of these are looking all that hot compared to the faster animating gun abilities, especially on the AoE front.

But then the AT rubs it in with the epic, whose Mace Blast(yup, same name) and Disruptor Blast (AoE radius 15) are both stronger and further-reaching... not that I'd ever take it over other alternatives like Mu or Soul (who animate faster and aren't half smash damage).

Yes, Bane ranged attacks all suck except poisonous ray which is decent. Don't forget Venom nade provide -40% toxic resists, which directly buffs PR's damage. One of the reason PR is decent.

 

I think the reason they all take so long to cast is that they are direct pulls from mob attacks.

Edited by KaizenSoze
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