Zarthos

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  1. Quote:
    Originally Posted by monkey0707 View Post
    I'm not a big fan of the only KB protection in SS, unless you keep it on all the time, I usually turn mine off after I run in to save end. A KB protection in Combat Jumping only lowers your defense by about .5%.
    Blessing of the Zephyr: Knockback Protection is a global bonus so it functions even when SS is toggled off.
  2. For positional defense, you are really restricted to your secondary and the power pools to get more outside of IOs. Weave, Maneuvers, combat jumping, and hover all come to mind.

    The patron pools do over scorpion shield which gives you 12.75% defense to smashing/letha and 8.5% to energy (according to city of data). You could still get a patron pool if you wanted. To do it, you will have to switch to a villain. You will have to run tips missions in Paragon to become a vigilante and then tips in the Rogue Isles to become a villain. Then you must run any one of the patron arcs. After you get the free respec as part of the patron arc, you will have access to the patron pools (all of them).

    Hope this helps.
  3. Quote:
    Originally Posted by Rad_Avenger View Post
    Likely a good call, may look at that myself



    Only you can answer that question, but in my book, the answer is almost always yes.



    If you had to pick between 10% regen (drop in the bucket, IMO, and I say this as someone that likes lots of regen) and extra uptime on RoF, extra uptime on RoF is almost always the answer. I like to get Sleet and RoF uptime as aligned as possible. But I'm a RoF zealot.
    I hadn't thought of aligning the timing between Sleet and RoF. That's a very good point. I'm going to plan on putting the Recharge back into RoF. Thanks again!
  4. Quote:
    Originally Posted by Rad_Avenger View Post
    I like it, but there are two things I could not live with: Recharge / Uptime on Sleet and Rain of Fire. Not maximizing their uptime fills me with impotent nerdrage.

    Couple of thoughts - you don't need 2x Accuracy IOs in Benumb. With Kismet + Sleet + 1 Acc IO, you're already hitting +4s at 95% rate. I may have to double check the math, but pretty sure that math was done in the big "fire/cold" thread from a month back.

    I would: Drop one of the Benumb Accs and put back your recharge IO in RoF.

    I would also: Replace the Lady Grey DefDebuff/End with one common recharge IO. You keep the 1.5% HP bonus and max your uptime on sleet.

    IMO, the #1 reason to play a Fire/Cold is for the Sleet/RoF combo. Enjoy it my brother in Fire/Coldness

    I checked the numbers a little bit. With my recharge, sleet has has a recharge of 23.9 and an extra recharge gets me down to 21.5. With hasten up, my slotting has 18.7 recharge and a extra recharge gets me to 17.2. I'm thinking of going with the lady grey debuff/recharge/endurance. That keeps the bonus and the worse case without hasten is at 22.2.

    Good note on Benumb. It does look like overkill on Accs. Rain of fire has a recharge of 28.7 without hasten. An extra recharge makes it 24.5. Not sure if the 4 seconds would be worth it.

    Hasten looks like it should have a down time of 14 seconds.

    I'm thinking of moving another luck of the gambler to combat jumping. Gives me a tiny bit more of defense over the cap but it also gives me 10% more regen.

    Any thoughts?
  5. Thanks for the suggestions! I've modified my build quite a bit in the process. I never thought of using Rectified Reticle to get my defense bonus. I did drop snowstorm and frostworks for more leadership pools but the results seem pretty nice.

    I up my tohit from 0 to 20.1. The trade offs are actually pretty small in my opinion. Let me know what you think and thanks again!


    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Polar Cinder Build B: Level 50 Mutation Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Flares
    • (A) Decimation - Accuracy/Damage
    • (3) Decimation - Damage/Recharge
    • (3) Decimation - Accuracy/Damage/Recharge
    • (7) Decimation - Damage/Endurance
    • (7) Decimation - Accuracy/Endurance/Recharge
    Level 1: Infrigidate
    • (A) Accuracy IO
    Level 2: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (9) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Damage/Recharge
    • (13) Thunderstrike - Accuracy/Damage/Recharge
    • (15) Thunderstrike - Accuracy/Damage/Endurance
    • (15) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Ice Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Luck of the Gambler - Defense
    • (5) Luck of the Gambler - Defense/Endurance
    Level 6: Rain of Fire
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (33) Positron's Blast - Accuracy/Damage/Endurance
    • (33) Positron's Blast - Damage/Recharge
    • (34) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Accuracy/Damage
    Level 8: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (34) Positron's Blast - Damage/Endurance
    • (36) Positron's Blast - Damage/Recharge
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    • (36) Positron's Blast - Chance of Damage(Energy)
    Level 10: Glacial Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense
    • (11) Luck of the Gambler - Defense/Endurance
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (17) Red Fortune - Defense/Recharge
    • (17) Red Fortune - Endurance/Recharge
    • (29) Red Fortune - Defense/Endurance/Recharge
    • (31) Red Fortune - Defense
    • (31) Red Fortune - Endurance
    Level 18: Blaze
    • (A) Thunderstrike - Accuracy/Damage
    • (19) Thunderstrike - Damage/Endurance
    • (19) Thunderstrike - Damage/Recharge
    • (21) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Endurance
    • (23) Thunderstrike - Damage/Endurance/Recharge
    Level 20: Arctic Fog
    • (A) Red Fortune - Defense/Endurance
    • (21) Red Fortune - Defense/Recharge
    • (25) Red Fortune - Endurance/Recharge
    • (27) Red Fortune - Defense/Endurance/Recharge
    • (27) Red Fortune - Defense
    • (29) Red Fortune - Endurance
    Level 22: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (37) Positron's Blast - Damage/Endurance
    • (37) Positron's Blast - Damage/Recharge
    • (37) Positron's Blast - Accuracy/Damage/Endurance
    • (39) Positron's Blast - Chance of Damage(Energy)
    Level 24: Aim
    • (A) Rectified Reticle - To Hit Buff
    • (25) Rectified Reticle - To Hit Buff/Recharge
    Level 26: Tactics
    • (A) Rectified Reticle - To Hit Buff
    • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (48) Rectified Reticle - To Hit Buff/Recharge
    Level 28: Benumb
    • (A) Accuracy IO
    • (40) Accuracy IO
    • (40) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 30: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Kismet - Accuracy +6%
    Level 32: Boxing
    • (A) Accuracy IO
    Level 35: Sleet
    • (A) Achilles' Heel - Chance for Res Debuff
    • (43) Touch of Lady Grey - Chance for Negative Damage
    • (43) Touch of Lady Grey - Defense Debuff/Recharge
    • (43) Touch of Lady Grey - Defense Debuff/Endurance
    • (45) Recharge Reduction IO
    Level 38: Heat Loss
    • (A) Efficacy Adaptor - EndMod
    • (45) Efficacy Adaptor - EndMod/Recharge
    • (45) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (46) Efficacy Adaptor - Accuracy/Recharge
    • (46) Efficacy Adaptor - EndMod/Accuracy
    • (46) Efficacy Adaptor - EndMod/Endurance
    Level 41: Scorpion Shield
    • (A) Red Fortune - Defense
    • (42) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Recharge
    • (50) Red Fortune - Defense/Endurance/Recharge
    • (50) Red Fortune - Endurance
    • (50) Luck of the Gambler - Recharge Speed
    Level 44: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 47: Weave
    • (A) Gift of the Ancients - Defense
    • (48) Gift of the Ancients - Defense/Endurance
    • (48) Luck of the Gambler - Defense/Endurance
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Scourge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Flight Speed IO
    Level 2: Health
    • (A) Miracle - +Recovery
    • (39) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (39) Performance Shifter - EndMod
    • (40) Performance Shifter - EndMod/Accuracy
    ------------
    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 13% Defense(Energy)
    • 13% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.88% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 82.5% Enhancement(RechargeTime)
    • 41% Enhancement(Accuracy)
    • 13% FlySpeed
    • 84.3 HP (7.87%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 9.35%
    • 17.5% (0.29 End/sec) Recovery
    • 30% (1.34 HP/sec) Regeneration
    • 8.51% Resistance(Fire)
    • 8.51% Resistance(Cold)
    • 13% RunSpeed



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  6. I've been reconsidering some of my choices and was looking for a little input to whether these changes make sense.

    1) I'm thinking of taking the recharge IO out of rain of fire and using it to put a Kismet in one of my shields.

    2) I have really not been using Inferno at all. Maybe it's a play style thing. I'm thinking about dropping it. That would free up 4 slots and a power choice in my build. I'm thinking of taking Flares and putting 5 Decimations in there but I'm open to anything.

    Thoughts?
  7. I've looked through all the threads of fire/cold builds but I would like some advice on my specific build. My goals for the build in this order are:

    1) Defense cap for smashing/lethal/energy
    2) Maximum recharge possible
    3) Avoid pvp and purple sets

    I would like to keep snowstorm and I would like to keep the shields providing as much defense as possible.

    Thanks for any and all advice.

    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Polar Cinder: Level 50 Mutation Corruptor
    Primary Power Set: Fire Blast
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (11) Thunderstrike - Accuracy/Damage/Endurance
    • (11) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Infrigidate
    • (A) Accuracy IO
    Level 2: Ice Shield
    • (A) Luck of the Gambler - Defense
    • (7) Luck of the Gambler - Recharge Speed
    • (9) Luck of the Gambler - Defense/Endurance
    Level 4: Snow Storm
    • (A) Endurance Reduction IO
    Level 6: Rain of Fire
    • (A) Positron's Blast - Accuracy/Damage
    • (15) Recharge Reduction IO
    • (33) Positron's Blast - Damage/Endurance
    • (33) Positron's Blast - Damage/Recharge
    • (33) Positron's Blast - Accuracy/Damage/Endurance
    • (34) Positron's Blast - Chance of Damage(Energy)
    Level 8: Fire Ball
    • (A) Positron's Blast - Damage/Recharge
    • (13) Positron's Blast - Accuracy/Damage
    • (15) Positron's Blast - Damage/Endurance
    • (17) Positron's Blast - Accuracy/Damage/Endurance
    • (17) Positron's Blast - Chance of Damage(Energy)
    Level 10: Glacial Shield
    • (A) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Recharge Speed
    • (25) Luck of the Gambler - Defense
    Level 12: Hasten
    • (A) Recharge Reduction IO
    • (13) Recharge Reduction IO
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Fire Breath
    • (A) Positron's Blast - Damage/Recharge
    • (34) Positron's Blast - Damage/Endurance
    • (34) Positron's Blast - Accuracy/Damage
    • (36) Positron's Blast - Accuracy/Damage/Endurance
    • (36) Positron's Blast - Chance of Damage(Energy)
    Level 18: Blaze
    • (A) Thunderstrike - Accuracy/Damage
    • (19) Thunderstrike - Damage/Endurance
    • (19) Thunderstrike - Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Recharge
    • (23) Thunderstrike - Accuracy/Damage/Endurance
    • (29) Thunderstrike - Damage/Endurance/Recharge
    Level 20: Arctic Fog
    • (A) Red Fortune - Defense/Endurance
    • (21) Red Fortune - Defense/Recharge
    • (21) Red Fortune - Endurance/Recharge
    • (31) Red Fortune - Defense
    • (31) Red Fortune - Defense/Endurance/Recharge
    • (31) Red Fortune - Endurance
    Level 22: Aim
    • (A) Recharge Reduction IO
    Level 24: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (39) Red Fortune - Endurance
    • (46) Red Fortune - Defense
    • (48) Red Fortune - Defense/Recharge
    • (48) Red Fortune - Endurance/Recharge
    • (50) Red Fortune - Defense/Endurance/Recharge
    Level 26: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance
    • (27) Kinetic Combat - Damage/Recharge
    • (29) Kinetic Combat - Damage/Endurance/Recharge
    Level 28: Benumb
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (43) Accuracy IO
    • (43) Accuracy IO
    Level 30: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 32: Inferno
    • (A) Obliteration - Damage
    • (36) Obliteration - Damage/Recharge
    • (37) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Accuracy/Damage/Recharge
    • (37) Obliteration - Chance for Smashing Damage
    Level 35: Sleet
    • (A) Touch of Lady Grey - Defense Debuff/Recharge
    • (43) Touch of Lady Grey - Recharge/Endurance
    • (45) Achilles' Heel - Chance for Res Debuff
    • (46) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
    • (46) Touch of Lady Grey - Chance for Negative Damage
    Level 38: Heat Loss
    • (A) Efficacy Adaptor - EndMod
    • (39) Efficacy Adaptor - EndMod/Recharge
    • (39) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (40) Efficacy Adaptor - Accuracy/Recharge
    • (40) Efficacy Adaptor - EndMod/Accuracy
    • (40) Efficacy Adaptor - EndMod/Endurance
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense
    • (48) Red Fortune - Defense/Recharge
    • (50) Red Fortune - Endurance
    • (50) Red Fortune - Defense/Endurance/Recharge
    Level 44: Weave
    • (A) Luck of the Gambler - Defense
    • (45) Luck of the Gambler - Recharge Speed
    • (45) Luck of the Gambler - Defense/Endurance
    Level 47: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    Level 49: Frostwork
    • (A) Doctored Wounds - Heal/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Scourge
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO
    Level 2: Health
    • (A) Miracle - +Recovery
    • (5) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Hurdle
    • (A) Jumping IO
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (5) Performance Shifter - EndMod
    • (7) Performance Shifter - EndMod/Accuracy
    ------------
    Set Bonus Totals:
    • 11.5% DamageBuff(Smashing)
    • 11.5% DamageBuff(Lethal)
    • 11.5% DamageBuff(Fire)
    • 11.5% DamageBuff(Cold)
    • 11.5% DamageBuff(Energy)
    • 11.5% DamageBuff(Negative)
    • 11.5% DamageBuff(Toxic)
    • 11.5% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 13% Defense(Energy)
    • 13% Defense(Negative)
    • 3% Defense(Psionic)
    • 4.88% Defense(Melee)
    • 15.5% Defense(Ranged)
    • 3% Defense(AoE)
    • 50% Enhancement(Accuracy)
    • 81.3% Enhancement(RechargeTime)
    • 13% FlySpeed
    • 100.4 HP (9.37%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Immobilize) 9.35%
    • MezResist(Stun) 2.2%
    • 15.5% (0.26 End/sec) Recovery
    • 48% (2.14 HP/sec) Regeneration
    • 8.51% Resistance(Fire)
    • 8.51% Resistance(Cold)
    • 13% RunSpeed



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  8. Zarthos

    New MM

    Quote:
    Originally Posted by Kangstor View Post
    no ninja are they that bad :P

    Joke aside I am especially tempted to try that necro/poison :P

    Ok second joke aside I think I will try demon/thermal, demon/storm and necro/storm.

    Just out of curiosity how demon/pain would be i think conceptwise it fits but I am not sure how it will be played. There aren't much demon mm in my server (actually not much mm at all but lets notdelve into there :P )
    I've been playing a Demon/Pain and it meshes pretty well. It's very similar to /Thermal really except instead of shielding you will be healing more often. World of Pain stacks well with the res already available from your pets.
  9. Quote:
    Originally Posted by EvilRyu View Post
    I dont know where people are getting this thing that the mercs are bad. At least with mercs they stay alive long enough to do damage where as ninjas get 1 shotted before they even get to melee.
    I wasn't trying to say that mercs are worse than ninjas in general. I just believe mercs have less synergy with poison than ninjas. On a team, this may not be an issue. I believe it is when soloing though.
  10. The latest build looks pretty good to me. You may find that you need to add an end reducer or two to Smoke Flash. You can burn through quite a bit of end on ninja/poison. I think some people may be a little surprised by how well this build will perform. Ninja/poison has some decent synergy.

    - Ninjas are best at single targets. So is poison. Few other mm's can chew through bosses like this combo

    - The caltrops from the Jounin stack with the Neurotoxic Breath to cause MOBs to very slowly try and run away. Most will be cut down without a chance to ever get out of them.

    - Noxious Gas works well with this combo since all the pets are melee.

    - Smoke Flash is one of the most under appreciated powers. It can be used for defensive purposes but the ability to double the damage of any pet makes the damage from ninja/ really shine.

    People tend to dislike ninjas because they are a little squishy and are very single target oriented. Being melee and squishy, they really suffer in the end game combat and on some large teams. They do at least offer a different type of style of game play from the other melee centric primary. I would actually encourage people to try playing a ninja/.
  11. I don't know if Ninja/Poison is the worst mastermind combo. That would probably be Merc/Poison. As for your build, your are missing a couple power I would suggest with the combo:

    Neurotoxic Breath: I think this is a must have for /Poison. It slows down a targets run speed but most important its attack rate.

    Paralytic Poison: You can continue to skip this but I like it because it stacks with the Oni's char.

    You are also taking Aid Other and Aid Self. Are you just using Aid Other as a gateway to Aid self and a mule for the IO set? In practice, I doubt you'll use Aid Other much. You already have Alkaloid and if you are using both to try and keep your pets alive, you won't have much time to be using your debuffs. When playing this Ninja/Poison, I found Smoke Flash to help more than the additional heal when things got rough. While Smoke Flash is great at adding damage, it also immediately stops attacks against your the pet you cast it on.
  12. My feeling is that Mercs goes best with Storm. It gives you a place to put all those nice uniqe IOs. It has a lot of nice crowd control powers that can keep your pets safe.
  13. [ QUOTE ]
    [ QUOTE ]
    You know, I don't really think pets are as much the problem.

    [/ QUOTE ]
    I'm gonna have to disagree with you on that one. Controller pet powers are just so much more powerful than their other powers that it becomes a must have. It's not good for a power set to have one amazing power and eight luke-warm ones, and that's the way that many view the controller power sets.

    [/ QUOTE ]

    I would easily say that this is wrong. Notice, I never said whether or not pets were a problem at all in my opinion. Anyone that said that any controller had 8 luke warm powers besides pets would be absolutely wrong. Just something like the total lockdown off all enemies shows this not to be true. I'd love to see someone survive too long with only imps from their primary. A boss would wipe the floor with them.
  14. [ QUOTE ]
    As to Statesman's 2nd Paragraph ... I think we ALL know what this spells out.
    Controller Pets and Tankers getting NERFED at Late-Game.

    And I say .....
    It's about damn time.
    Just make sure us Controllers get some REAL loving pre-32

    [/ QUOTE ]

    You know, I don't really think pets are as much the problem. It's that the controller secondaries are almost as powerful as defender primaries once they have access to all the powers.

    The largest benefit a defender has is that they get the powers earlier, but come level 40, a controller has all the same powers, fully slotted if they want, and almost as effective. There is a difference but it's just not enough to make a large difference most of the time.
  15. Zarthos

    Spectral Terror

    [ QUOTE ]
    If this works like I hope it'll work there shouldn't be any major issues with runners. Just summon ST and blind the guy it hits. ST will continue to attack that target and he's not going anywhere. Albeit, this depends on how significantly the cone area has been narrowed.

    'Tis true, we'd like the running to be nixed all together; but I feel this sounds like a fair compromise.

    Will have to see once it goes onto test...

    [/ QUOTE ]

    I think the problem is the difference between some people here wanting it to be a hold power while Geko seems to be aiming it to be used as more of a defensive power (by getting things out of melee range).

    Ultimately, to me, how good these changes are for Terror will depend on far they run. If they run too far, the same problem as now.

    Thanks Geko for letting everyone know the plans for Spectral Terror!
  16. [ QUOTE ]
    [ QUOTE ]
    If flyspeed had the same max as runspeed, why would anyone ever take superspeed?

    [/ QUOTE ]

    Easy answer to this one. Even if fly could (if 6 slotted) reach the same speed as super speed you would still have the vast majority taking super speed because they want Hasten. Hasten is pretty much a must-have power for a lot of builds. Unless someone wants to waste 2 power pools, if they want Hasten they will take Super Speed.

    Remove Hasten from the speed pool, make it inheirent and replace it in the speed pool with something else (maybe a defensive power like Dart (doding things quickly)) and then you might have reason to think people would take Fly over SS if the speeds were similar.

    [/ QUOTE ]

    I'm talking based on my assumptions of the population of CoH as a whole, not just the people on the boards. I agree that a large number of people who visit these boards as well as others informed in other ways would still take super speed because of the Hasten route and free up other power choices.

    My main assumption is that if most of the population was exclusively taking superspeed instead of all the other travel powers, the devs would modify something to have a better distribution in game of travel powers being used (NOTE: If superspeed is currently being used far more than all other travel powers, I'm very disappointed the devs have done nothing to balance this out more. They are the only ones that know for sure since they are the only ones with access to the data). I'm also assuming the speed of flight is a reason a lot of people don't take it and pre-reqs play into the decision making process but far less than they are for the people on the these boards.

    That's how came up with the above statement. Like most things on these boards, just an opinion of what might happen.
  17. [ QUOTE ]
    Hehe, as opposed to City of Superspeeders? Look around you next time you're in game... It's already here.

    [/ QUOTE ]

    Actually, the only power I don't see a lot of is Teleportation. Not sure where your looking but I'm basing this on my observations standing at random trains and random groups I've been a part of. Super speeders are definitely the most noticable (animation and sound makes sure of that).
  18. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    I'd just like to point out, I'm not saying the boards are 100% of the player base. They are not even 5%... more like 1%. But this is what is called a Random Sample...

    From an online polling company...

    "A random sample is the result of a process whereby a selection of participants is made from a larger population and each subject is chosen entirely by chance. "

    It's a fairly accurate way of interpreting the larger population's opinion. And it's pretty clear what that opinion is on these boards...

    [/ QUOTE ]

    But this is not a random sampling. The people on this board are the ones that actively decided to go on the boards. What's random about that? Usually, these are the more 'hard core' type of player especially looking at the arguments here.

    [/ QUOTE ]

    Your point being? That the people on these boards don't represent the player base?

    [/ QUOTE ]

    Read the part again about 'chosen entirely by chance' in your original message. There is no 'chance' about the people that come to these boards. I really don't see how you can think there is. It's the vocal people that come here with strong opinions. If every player was like the ones on these boards, they would all be reading and posting on these boards.

    [/ QUOTE ]

    Ok, let me ask again. What's your point? I'll agree, we're not random. So..........er..... what's your point, other than to nitpick the word random? Does this have any impact on what I said that the board posters are a good sampling of the player base?

    [/ QUOTE ]

    So....er.....what was your point of trying to say it was random in the first place then? I thought it was misleading to say the least when your data provided did not back up your conclusion. So, you truly believe that the opinion of the people on this board represent the population of CoH as whole even though you are now saying this is not the random sampling you first claimed it was? How do you come about this conclusion? My point is that you should not assume that what is popular opinion on these boards is popular opinion within the game itself.

    Why do you think the devs make changes and then seem unresponsive when the boards are on fire with the flames cast by board members? I guarantee they look at these opinions and will look to see if it is true but they data mine, which DOES reflect the population as a whole.

    For the flight example: Obviously enough people must be still using it or they would change it to try and balance it out with the other travel powers more. If it was as fast as super speed, how many of the player base in the game would really take any other travel power? Most would not even care/notice that it had an ACC penalty. I'm betting, and this is my opinon, we would have City of Fliers in no time.
  19. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]

    I'd just like to point out, I'm not saying the boards are 100% of the player base. They are not even 5%... more like 1%. But this is what is called a Random Sample...

    From an online polling company...

    "A random sample is the result of a process whereby a selection of participants is made from a larger population and each subject is chosen entirely by chance. "

    It's a fairly accurate way of interpreting the larger population's opinion. And it's pretty clear what that opinion is on these boards...

    [/ QUOTE ]

    But this is not a random sampling. The people on this board are the ones that actively decided to go on the boards. What's random about that? Usually, these are the more 'hard core' type of player especially looking at the arguments here.

    [/ QUOTE ]

    Your point being? That the people on these boards don't represent the player base?

    [/ QUOTE ]

    Read the part again about 'chosen entirely by chance' in your original message. There is no 'chance' about the people that come to these boards. I really don't see how you can think there is. It's the vocal people that come here with strong opinions. If every player was like the ones on these boards, they would all be reading and posting on these boards.
  20. [ QUOTE ]

    I'd just like to point out, I'm not saying the boards are 100% of the player base. They are not even 5%... more like 1%. But this is what is called a Random Sample...

    From an online polling company...

    "A random sample is the result of a process whereby a selection of participants is made from a larger population and each subject is chosen entirely by chance. "

    It's a fairly accurate way of interpreting the larger population's opinion. And it's pretty clear what that opinion is on these boards...

    [/ QUOTE ]

    But this is not a random sampling. The people on this board are the ones that actively decided to go on the boards. What's random about that? Usually, these are the more 'hard core' type of player especially looking at the arguments here.
  21. Zarthos

    Boss Changes

    For the most part, I do not believe these changes are bad and you are looking at one of the two big things concerning me (the one shot kills).

    The other concern I had was specifically with the Terra Volta mission (commonly know as the Respec mission). I can understand this mission being difficult but at level 30 and with roughly 6 party members at the time, 7 bosses were spawned in one group. Since this mission already spawns types +2 to the highest in the party, it pretty much makes the mission impossible unless when making a party you can find other people at your same level willing to do it. Even someone a level or two higher throws the whole thing out of whack making it pretty much impossible. With this many bosses, it also places a high premium on damage dealers.

    Just my thoughts.
  22. I'm not very familiar with fire imps so I will only comment on PA. It seems that all we get is a little ACC boost for loss of damage. Health is irrevalent (and really should have been separated in the note, think saying it was added to something that is invincible is a little misleading). PA still seems about the same for holding aggro (not much or for long once other people start attacking).

    It used to feel that the strength of PA was a trade for the insane (for a pet) recharge time, short duration, and damage that heals back. Now, it seems that their usefulness has been somewhat axed. Yes, they can still tank and even do some damage (which heals back), but for the short time they are out, the tanking only really is good for the initial strike by MOBs.

    To offset the change a little, I personally would like to see one or a combo of the following. I'm not suggesting drastic changes by any means. I defintiely don't believe the change is as horrible as others seem to think. It just seems kind of unnecessary to begin with though.

    1) Less heal back of enemies to compensate for PA doing less damage.
    2) Increase PA duration
    3) Decrease PA recharge time