_Ail_

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  1. Quote:
    Originally Posted by Infini View Post
    *
    You comments on Ice's resistance is a bit misinformed. You forget about the -dmg in CE. Lowering the damage of your attackers is similar to having personal resistance for yourself. This applies to all forms of damage, too (not sure on untyped damage like Hamidon, though).
    Didn't I point out that CE had -dmg in the plusses that you just quoted? And didn't I say: "With chilling embrace and ice patch, an ice/ice can actually do just fine against psi enemies or other ones you would think it would be defenseless against."

    I am confused about your comments because I certainly did realize all of that and said as much...
  2. Quote:
    Originally Posted by Amy_Amp View Post
    Defender damage is .65 of blaster damage. Now why corrs and MMs got blaster damage is unknown.
    This is just a guess and all speculation, but I am pretty sure it is just that when traps first came out the devs were too lazy to make a new pet so just included the old blaster trip mine verbatim.

    Then when defenders got traps they realized that it does a whole lot of aoe damage and so reigned it in and gave defenders the archetype appropriate one. They probably also wanted to change the mm and cor versions at that point, but they had been out too many years for that to do anything but create a huge outcry (and traps had recently suffered the poison trap nerf as well so more would not have been viewed favorably.)

    I just think it is funny that several times recently I have heard traps pointed to on this forum as one that is so much better for defenders than corruptors, and I think the exact opposite is true. I don't think the better debuff/buff numbers overcome the almost-as-good-(de)buff numbers and almost 50% higher base aoe damage output.
  3. I've had my ice/ice tank for a while now, well before the frozen aura now does damage change (which I was happy about when it happened.) Not to talk too much about /ice, but I realized frost was awesome long before a guide was written about it. Back in the day, I only took frozen fists, frost, build up, ice patch, freezing touch, and frozen aura and was an aoe beast.

    Strengths of ice/:
    *Easy to get lots of defense to all except cold, fire, and psi
    *Easy to get very high cold resistance
    *Has 2 taunt auras--only need to take taunt if you are worried about appearances and what other people think because you certainly don't need it
    *Has lots of +recovery/endurance in energy absorption and hibernate
    *Has a damage aura
    *Has a heal
    *Has an oh-sh*t power in hibernate
    *Chilling embrace is also -dmg and -recharge

    Weaknesses of ice/:
    *No psi defense/resistance
    *Piddly fire defense/resistance
    *No real resist outside of cold

    Strengths of /ice:
    *Freezing touch and frost do *just* cold damage, meaning they will bypass (or pretty much bypass) the defense of pretty much all typed defense/resistance sets
    *Frost and frozen aura do good aoe damage
    *Ice patch lets you pretend to be a controller

    Weaknesses of /ice:
    *Weak single target damage

    With chilling embrace and ice patch, an ice/ice can actually do just fine against psi enemies or other ones you would think it would be defenseless against. And there is always hibernate if you were about to die.

    I think it is fine. I can remember (before the frozen aura changes and the target cap max so that you could gather a whole bunch) gathering tons of enemies in hazard zones and just leaving ice patch on auto. Then I would go afk for a while. The combination of the various toggles and ice patch kept me alive and icicles killed them. Yeah, the fact that I had to go afk meant the killing was slow, but the fact that you could gather a gazillion enemies and not die says something...
  4. Quote:
    Originally Posted by Local_Man View Post
    _Ail_ had some good comments. I'm not sure I agree with the comment about Acid Arrow, but I agree with everything else.
    I change how I feel about acid arrow day by day. I always take it in my build, but sometimes I am more disillusioned than others.

    I have little doubt that disruption is more effective in a team build. Yes, it has a low target cap but its aoe radius will insure it is always hitting people and with enough recharge you can get it double stacked all the time. If you are teaming and could only take one of acid or disruption (I know -- an artificial situation) you should definitely take disruption. Yes, acid has -def but who really cares about that (be honest now)?

    But acid is very nice soloing and that extra -res is useful against AV/EB-types either soloing or teaming.
  5. Quote:
    Originally Posted by Aisynia View Post
    BTW if anyone is interested.. now that I'm back, once I do all the Incarnate stuff, I plan to update my Huntsman guide to match all the changes and additions since its last update, which has been some time.
    Please do! It is a fun guide.
  6. Quote:
    Originally Posted by Muse to my Ears View Post
    like lets say a traps/ice defender will do more damage over time than a ice/traps corrupter when soloing because of the debuffs precentages alone.
    People say this but I am not convinced. In fact, I am fairly thoroughly convinced that it is absolutely false. Defender trip mine does base 126 damage but Corruptor trip mine does base 194 damage. And any self-respecting traps toon has enough defense to trip mine mid-fight about the same time they get it fully slotted. So soloing I think an ice/traps corruptor would completely steamroll over a traps/ice defender in damage.

    The advantage of -26.6 res for def in acid vs corruptor -20% isn't going to be (solo) enough of one to overcome the monumental aoe advantage the corruptor will have. Stealth up, trip mine, ice storm, trip mine is going to melt those x8 spawns.

    Note that I *do* love defenders and play them all the time. I am just pointing out that your statement above is completely false. It is also probably true that some of the /sonic defs do solo better than the soc/ corruptors.
  7. Mace mastery and take just scorp shield and nothing else. It is very unobtrusive and won't hurt your theme at all. Plus with dispersion, maneuvers and either hover or CJ, you have softcapped s/l right then and there, leaving you free to do other stuff with your set bonuses, like lots of +recharge (or whatever else you want.)
  8. A rad/ defender can get RA, RI, AM, EF, and LR by lvl 12. It doesn't get much better than that. If you take /sonic as secondary you can do not too shabby damage as well.
  9. Quote:
    Originally Posted by Ispahan View Post
    TA also has a bad rep as a Defender primary
    I think the thing about TA is you just have to realize that it is not 100% debuff but rather about an equal part each in debuff, control, and blasting. It is only if you view it as a debuff set that it comes up short since obviously rad or whatever can do a similar thing with fewer powers.

    But it has a fair bit of control with glue, ice, and emp arrow (and entangling and poison I suppose.)

    And it has bucketloads of damage in oil slick. The recharge builds you can get now where oil slick is up every 44 secs or whatever are just good beyond words I think. You can do this nuke-level damage to an entire spawn and it is up very often.

    It had its bad moments in the past before it was buffed and even now underperforms if viewed purely as a buff/debuff set. But if you view it as what it is it is fine.
  10. Well, I'm not a controller expert (only 50 controller is Ice/Storm) but I have played both Grav and TA a lot in doms and defs.

    Your overall goal seems to be recharge first and then s/l def next. Definitely recharge is very important so I can't fault that. I think you can probably move things around a little bit to get closer to the s/l def softcap of 45% though if you try.

    (1) Entropic chaos is fine but has sucky accuracy. Decimation is arguably better. This is iffy and could go either way as I see you have some acc bonuses.

    (2) The acc in flash arrow is not necessary unless you are pvping because it is autohit in pve.

    (3) I think acid is overslotted. I know some people swear by the achilles proc in it, but lets be honest: With an 8' radius flash arrow is not really much of an aoe. Procs are nice for aoes but you have stuck 2 procs in what is basically a single target ability. I treat is as single target and my expectations tend to be met. I would just stick 1 acc or maybe 1 acc, 1 endrdx in it and call it good unless you are going for set bonuses. Keep in mind that it doesn't stack with itself either.

    Edit: Note that I still think acid arrow is awesome. I just think it needs minimal slotting. Awesome abilities that need minimal slotting are a blessing, because you can devote slotting to the more slot-hungry powers.

    (4) As long as you already going for those expensive miracle and numina uniques in health and are already 3-slotting stamina, you might as well 3-slot it as pshift+end, pshift endmod, endmod or something like that.

    (5) I find crushing field to be supremely underwhelming as a damage power but I suppose it might be worth it for controllers. I note that you have 1 damage proc in it. I think you can put more if you want to go that route. I tried it on my dom and found the damage to be so laughable that it was not worth my time but some people like it.
  11. Quote:
    Originally Posted by MechaCrash View Post
    Resurrect with one even-level recharge SO in it is back up in two minutes and fifteen seconds. That should be more than enough. If you three slot it, it's back up in about a minute and a half.

    Anybody who needs to resurrect people more often than that is either hopelessly incompetent or playing with suicidal imbeciles.
    Yes, definitely do not get a second rez. Please don't take this too harshly, but taking empathy and the medicine pool basically gives the impression that you are from some other MMO with "pure healers" and want to be one and are not really familiar with the mechanics of CoX.

    I second people saying that it sounds like you want to play a controller with empathy as a secondary. "I'm not interested in having DPS. Let the other ATs handle that. This character merely exists to keep his/her teammates on their feet and fighting. " It sounds like ultimately a controller might fit your desired role better. Rather than playing a defender and ignoring the secondary, you could play a controller and pay attention to both primary and secondary.
  12. Quote:
    Originally Posted by streetlight View Post
    The Positron's Blast set is pretty weak for recharge. I'd rather have ROA up as much as possible than have another proc in there. If you've got enough recharge (is there such a thing?), then go with the proc. Otherwise, I'd probably recommend a Common Recharge IO for that 6th slot.
    I second this advice. All of the non-outrageously expensive (i.e., not purple and not pvp) AOE IO sets pretty much suck IMO and I view AOEs as prime candidates for frankenslotting for this reason. Yes, Positron's is the best of the lot for the 6.5% recharge bonus but Positron's has pathetic recharge for the power it is in and you typically want lots of recharge in AOEs. If you want to stick with 5-slotted positron, I would add a lvl 50 recharge IO.

    Quote:
    Originally Posted by Akhillius View Post
    I'm still mainly an Empath and I play like this: First I buff everyone and let the tanker/brute/scrapper aggro and then I use RoA and heal up. Rince and repeat! In this case I don't need more than 20s recharge in RoA. Neither is the damage worth the animation time without Aim/PBU.
    Are you really so busy healing that you can't spend the time to drop an AOE that really does do significant damage? All of the other archery attacks kind of pale to insignificance compared to RoA in team play and I think it is well worth your while. If so you really doing such constant buffing that you can't take the time to do RoA whenever it comes up, that is your decision I suppose. I personally find that teams that need hand-holding so constant that you can't take the time to throw a few AOEs are teams not worth my bother anyway, but opinions differ on this.

    Best of luck!
  13. To the OP:

    Some other things you might also consider are defenders. They have better buff numbers than controllers by a bit and blast. Sometimes end game teams really just want the buff/debuff set more than anything. In addition the blast set is still very useful as if you choose /sonic as a secondary for the defender you will be debuffing resistance big time, which is very much appreciated almost all of the time.

    Another thing to consider is a dominator. An end game permadom (and your post was asking about "high-end pve" play) will control much better because it can instantly hold bosses. So on a BAF or whatever you can freeze that field of bosses in its tracks with an AOE hold where to be honest a controllers controls are often useless. Dominators also do big damage, so much that I am somewhat in fear of the nerf-bat sometime...

    Controllers are fine too, of course. ( ....Ail will now run away back to the defender and dominator forums....)
  14. Quote:
    Originally Posted by Ghostwind_EU View Post
    * Something with terrible redraw... maybe TA/Pistols?
    The thing is that oil slick is really *that* good. You could drop flash, glue, disruption, oil slick, light, and then do DP AOEs. It would actually melt spawns and you would only have to look at redraw once.

    I know people say TA is gimped, but I have a TA/A that can kill whole spawns (just even level) almost as fast as a fully IOd fire/fire tank. It is really hard to argue with that... I think it is gimped in some ways, but balancing that is that it can kill whole spawns easily and you don't even have to bother herding them into a tight group.
  15. Quote:
    Originally Posted by Aetherios View Post
    Yes! I rolled a super strength/willpower brute (tried stone but I don't visually like this hammer popping out of nowhere) and am now lvl 11, didn't die a single time yet
    Grats! Please keep us updated and it sounds like you have a good combination that is working for you.
  16. Quote:
    Originally Posted by Dr Harmony View Post
    Singularity with Disruption Field looks wonderful as a representation of the planet Saturn, but doesn't really work in practice
    Ha! This is one of the more funny forum comments I have read in a long time. I just had to say that it made me laugh.

    Oh, and <3 singy.
  17. Quote:
    Originally Posted by Adeon Hawkwood View Post
    If I were in charge of making CoH2 what I would try to do is make all characters "tank mages" to some degree by giving them all relatively similar damage and defenses plus force multiplication abilities (I think this can be done while avoiding the issue of every character playing the same).
    This is Champions Online by the way if that is what you wanted, since you can basically choose any power anywhere to make your character and you can easily get the essential ones by level 20-ish, making everyone round themselves out to tank mages. I think it kind of sucks but you might like it. The problem is that if everyone is a tank mage, then they do play the same, and this is particularly true in CO.

    Quote:
    Originally Posted by Necrotech_Master View Post
    in our game incarnate powers are the end game and they are supposed to be overpowered, without incarnate powers, very few ATs even fully IOd could solo +4x8 mishs, incarnate abilities plus the alpha lvl shift make it significantly easier for almost anyone to be able to do
    You are wrong here. Most of the ATs could solo +4x8 without incarnates if by that you mean cherry picking a mission to farm. (And if you didn't mean this, most still have problems against psi-heavy damage types who sling around mezzes like dominate and mesmerize.) Lets go through the ATs; Brutes, tankers, and scrappers can obviously do it with many variations. Traps and similar buff/debuff sets helps things like cors and defenders manage it. Permadoms with softcapped defense can certainly do it. I've seen plenty of warshades that were IOd up the wazoo do it. The SoA types with their stacked leadership buffs can do it. Etc. Etc.

    Many other people in this thread have also said things like they think it is the incarnate content putting people ahead and not just the IO system. I would have to differ here. I think the IO system is what really puts people ahead and the incarnate stuff not so much. I would much rather (not on an incarnate trial obviously because there the +3 lvl shift is overpowering but on a normal mission) in general have a fully IOd out character than one with normal SOs but all incarnate abilities. The +1 level shift of the incarnate system is nice, and there are definitely nice abilities (nukes, various PBAOE buffs, etc) but IOs can give you ridiculous +recharge, +damage, +acc, +defense, etc etc.

    For example, my permadom is powerful because she is a permadom with softcapped defense--none of which used incarnate abilities. And my TA/A is good because she has enough recharge to keep oil slick and rain of arrows up often and has softcapped defense--again, all done without incarnates. Sure the incarnate abilities (both of the previously mentioned characters are 50+3) add some things, but they are overpowered for other reasons.

    In general, I would say that characters I perceive to be overpowered are ones with lots of recharge and very high defense. These are both easily achieved with IOs.

    I like the power but dislike the homogenization. Definitely playing a brute/tanker/scrapper tends to make me feel like my eyes are bleeding as I type in 1,2,3 like a braindead monkey. Luckily there are still some powersets that at least feel a little bit different and require different methods to play--mainly the (de-)buff sets and the control ones, to be honest.
  18. I have a 50 ice/storm controller but many level 50 archery builds so I will just concentrate on archery if that is okay. Also, Draggyne does not seem to have addressed archery.

    * You have snap shot and aimed shot 6-slotted but blazing arrow only 3 slotted. This is a crime against nature and no self respecting archer would do this. If you must only 3-slot one, let it be snap shot.

    * You have explosive arrow 6-slotted with a knockback set in force feedback. The only knockback set I would ever conceivably ever ever 6-slot is kinetic crash for the knockback protection and 7.5% recharge and still okayish damage. if you want the force feedback +recharge, add it as a 6th-slot and do the other 5 as positron's blast.

    * You might consider adding fistful of arrows to the build. archery excels because of its aoe damage and fistful is nice. Just remember to add some dirt-cheap centriole damage+range for the slotting.

    Edit: Oh good, you addressed the blazing arrow point already. Good job!
  19. Quote:
    Originally Posted by Mega_Jamie View Post
    yes,

    The way the CoH diectory is built is that you can replace any existing in game sound or texture on client side, if you know the directory path, http://boards.cityofheroes.com/showt...ghlight=sounds is a guide to doing so.
    Thanks. I can see someone asking the particular question about lightning field in that thread at

    http://boards.cityofheroes.com/showt...ng#post2334888

    and there are more lightning effects listed at

    http://boards.cityofheroes.com/showt...ing#post303874

    and at

    https://spreadsheets.google.com/spre...UMUdFX0E&gid=0

    but no one seems to have listed in the thread the exact way to do it with lightning field.
  20. Is there any way to cancel the sound on Lightning Field (but leave other game sounds intact)? It is driving me crazy...

    Thanks!
  21. Quote:
    Originally Posted by 8-J View Post
    I'm planning out my Traps/Sonic Def. Just need a name and I'll be good to go. In the meantime, I have a few questions.

    1) - For Acid Mortar, is it worth it to slot the Achilles Heal - Resistance proc to it?

    2) - If I take the concealment pool power Grant Invisibility, and use it to make my FF generator invisible, will that make it less likely for enemies to attack it, or does it make any difference?

    3) - Do Seeker Drones and Triage Beacon make a lot of difference? I'm thinking maybe I might skip them to make room for pools.
    The proc is not too bad if you have slots to spare.

    Yes, you can grant invis the ffg. Although I do not think it will look stealthed, it will be. It is kind of largely irrelevant though unless you are trying to stealth a mission, in which case you can just desummon it from the pet window. I have grant invis for a LoTG mule but don't bother invising the ffg. Hey, if it is getting hit that is aggro it is soaking up and it is easy to resummon.

    I have had builds both with and without seeker drones and triage beacon. Seeker drones depend a lot upon your build. If you have capped defense without ffg and more than capped with it and have stealth, they are largely pointless unless you are getting them to protect other team members. Triage beacon is useful for long AV/EB/etc fights, and I keep it and slot it for that purpose even though most of the time I don't use it. Basically, I think seekers starts out useful but gets less so as you level and triage is the opposite.
  22. _Ail_

    fire/fire/fire?

    It's fine. The main problem I think is that if you go fire epic as well you have to scrounge up defense the hard way from set bonuses, and that this is tricky because of course recharge is your highest priority for set bonuses.

    Going ice mastery might be good for the defense shield, which should make soft capping smashing and lethal defense a lot easier. It also has sleet and ice storm which are good.

    Mace mastery also has a defense shield but is maybe not as suited to a farming build.
  23. See the other million threads on this but...

    Time bomb's problem is that trip mine is too good and time bomb's recharge is too long. If trip mine were not in the set or time bomb had an "up every spawn" recharge, there might be a point to time bomb.

    As it is, just lay another trip mine and be happy that you did not waste a power choice.

    Edit: spelling
  24. I find it really difficult to concentrate on both ranged and melee with doms because that spreads you out a lot.

    With /ice, I would get the 3 blasts (bolt, blast, bitter) and some close-ranged aoe (circle, breath) and call that good as far as attacks from the secondary go. There's no rule saying you can't use your blasts in melee if you like. I seem to often want AOE (kill whole spawns) and ranged attacks (blast particular person wherever he/she is) but single target melees aren't so much more essential (even though they do better damage in general) that I am willing to give up the slots for them unless it is an exclusively melee-focused dominator.

    Power boost is often nice, and I personally like chilling embrace although people are peeved it doesn't have the -dam of the tanker version. Maybe it is redundant with hot feet, although it doesn't just do movement slow it is also -recharge.

    For fire/, it is the usual suspects. Get char and cinders 4-slotted at least so you can basilisk them. Fire cages, hot feet, and flashfire are absolute musts and the key to the whole set IMO. Fire imps are nice but die a lot without controller buffs. Bonfire is okay as a kinetic crash mule if you occasionally want to use it after fire cages since that will stop the KB for a little while at least.

    I've done fire/ before and /ice but never the two together. I think it should work fine though.
  25. Just to echo others, CoX is a casual rpg. This is supposed to be the game that people go to in order to avoid holy trinities and build nazis. Play what you want an rest assured that it is "good enough". Pursing perfection in the game (or in life if you allow me a little philosophising) usually doesn't lead to happiness but only unrealistic expectations and self-doubt.

    Do you really want to party will someone who is such a build nazi that they don't accept corruptors? Just enjoy your character...you blast better but buff worse. It seems like a fair tradeoff.