_War_

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  1. Here's a PM I sent to Hero1 a month and a half ago that never got read. Hope I can get an answer this time around and actually publish my arc. ;;>.>

    Hey there, Hero 1!

    Not sure if you're getting pummeled with requests for story canon, but I could definitely use some help.

    I scoured the site, game, and ParagonWiki for everything I could learn about Atlas and the Teal Serpent. I got some dates on their battles and such, but that's all.

    I'm trying to put together an arc about Atlas and the Teal Serpent, and I need to know about their powers and such. But the more important thing is their origins.

    If nothing's been written, I'll make it up on my own (I kinda see Atlas fitting into that 'neighborhood defender' wrestler/construction worker mold, since he never joined the Freedom Phalanx and was honored in Paragon before his death), but I suspect there's gotta be something in the bible about how he became giant and how the power worked.

    Also, I was wondering whether Teal Serpent was styled more like a detective/adventure villain, early golden age, or prime golden age. That'll have some bearing on his dialogue, but I'm more concerned with putting him in a fedora, robes, or tights.

    Thanks for any input you can give!

    -War
  2. Your build is very single-target oriented, which is the inclination of Ice/Rad. You'll be quite the boss killer, but the lack of AoE may get on your nerves. ^_^;;

    As for getting Hasten early, it really shouldn't make much of a dent in your endy. Ice Bolt and Ice Blast are kinda expensive, but you don't really feel the sting until Bitter Ice Blast joins the chain and Enervating Field comes into play. If your endy does take too much of a hit from speeding things up with Hasten, just slot your attacks with an Endy Redux.
  3. [ QUOTE ]
    Interestingly, while researching this problem, I discovered that Gauntlet from pool powers like Boxing or Air Superiority have, apparently, never worked.

    [/ QUOTE ]
    I've always known that. Honestly, how could you have played a Tanker in the "gather mobs, stack in dumpster, one-shot them all with bugged Gauntlet attack" days and not have noticed pool powers never had Gauntlet? ^_^

    It's why I've taught Tankers wanting to avoid aggro in Hami Raids to use pool power attacks. Guess that's another part of my ever-delayed Hami Raid Guide I'll need to change soon... >.<
  4. Even though I'm voting storyline, I agree with other posters that we need more of it. A lot more of it.

    The storyline this game had at launch was phenomenal. A deep, detailed history that slowly unravels, small villain groups leading you to larger villain groups leading you to super villain masterminds, and clever plot twists that had me focusing on story arcs over all other aspects of the game.

    The 40-50 content introduced to CoH in i1... well, there were some nice things. Praetorians are a classic spin on the JLA's Crime Syndicate counterparts, but then we don't really get what we needed from them: more insight into Statesman and the other signature heroes.

    The Carnie arcs work a lot better, since they refer to events before and during the Rikti War. But then we have the Malta. They're a conspiracy, they look cool, aaaaaaaaand that's it. It still amazes me how Crimson can save up so many secrets for the end of his missions and still not surprise you in any way, shape, or form.

    We all agree that the Shard is pretty devoid of story. Hollows re-invented the Hazard Zone system, so I gotta give credit there, and then Striga gave some nice build up from contact to contact that ends with a major crescendo.

    But Croatoa just doesn't tie into the rest of the storyline. Very well designed zone, interesting missions, and you've pretty much forgotten you were ever there five levels later.

    CoV has the same problem all the way through. Every five levels, you meet a new contact and start a new story arc. The story arc then comes to a screeching halt and never connects with any others.

    You don't get the gradual unfolding of "An Unnatural Order" - "The Unity Plague" - "The Terra Conspiracy" - "Eden Spire Trial" and then Hamidon in The Hive.

    There's no build up like the links from Skulls to Trolls to Family in the development of Superadine. And Lord Recluse, the main villain of the game, is less interesting/scary/well-defined than Nemesis. Arachnos pops out of nowhere and just sits there being evil. There's no great mystery to compare with the origin of the Rikti.

    But, again, this is where CoH gains strength from its original storyline. All the events swirling around the Rikti War that involve so many villain groups.

    So, yeah, I voted for The Storyline. Because you guys made a good one that's been left idle far too long. Give us more. ^_^
  5. A note on Containment: Certain mob types are permanently immobile, thus always Contained.

    Hamidon is one of these mobs. Do NOT look for Containment when Holding Hamidon. It means nothing.
  6. [ QUOTE ]

    The Hamidon has been increased in difficulty. It is now capable of using one of its attack powers even when Held, Slept, or Stunned.


    [/ QUOTE ]
    k, the part in bold is gonna need some clarification. If "one of its attack powers" doesn't mean "only his blast power", then I fear you might be saying Hamidon may be able to "pop" even when Held. Need more info. ASAP.

    But thanks, Cuppa! This change has been driving us batty, but knowing it's intended (no matter how stupid and pointless a change it may be) will be a big help in working around it.
  7. [ QUOTE ]
    [ QUOTE ]
    I find the absence of Red Name comments on either the Elec Armor or the Elec melee to be quite sad at this point. We know they are reading the boards, but their lack of comment to me at this point is that both versions of Elec are " working as intended ".

    Given the potential for this set - not really looking for uber, but was hoping for par - in its current form it will be most likely relegated to theme/concept builds only.

    [/ QUOTE ]

    Keep in mind, E3 was last week, so a lot of the devs were probably down there and didn't have time to check the forums as much as we have been. There were what, around 3-5ish dev posts the entire last week? I'm sure we'll get a lot more this week now that they're back.

    [/ QUOTE ]

    Sorry, I was at E3, and Cuppa was the only CoX Dev or Mod I saw at the NCSoft booth during my many visits there (one of the blue-shirted people at the main desk looked at me like I was from Mars when I first said "Cryptic", but it's possible she just couldn't hear me over the band NCSoft had on stage ).

    Cryptic didn't have any demos there at all. Just a poster and a looping gameplay video, really. I don't see what they could've been doing at E3 that would justify a week of silence.
  8. I think it's Dark Embrace (the armor).

    I know Scorpion Shield overlayed Black Scorpion's symbol, so that would only make sense.
  9. Yeah, this is why I didn't post a build in my Guide. Ice/Rad is just filled with possibilities, and it's quite a feat to fit them all in one character.

    Again, the build I provided for Kelemvor is one that works, but the point of my guide isn't to direct future Ice/Rads down a narrow path. Go with whatever playstyle works best for you.
  10. Now, I'm not suggesting you should rely on AM as a solid form of mez protection. It's only mez resistance, so that would be silly.

    However, I've done too many missions where the first thing that happens is 3 Freakshow Smashers or Longbow Spec Ops or Circle of Thorns Earth Thorn Casters hop around the corner. AM will reduce the duration of Handclaps and Stalagmites and resist the endurance drain of EMP grenades so you can stay in the fight if you just happen to not have a Break Free on you (as is often the case in PvE).

    The problem with mezzers isn't when you run into one; it's having to fight a mission full of them (Tsoo, for instance). Even the fastest charging Freeze Ray won't nullify a group of 3 minion mezzers before they get a chance to drop your toggles, and the -recovery and recharge time of EM Pulse make it only so helpful in these missions.

    Again, this is where RI comes in. Lay it down first, and you're usually flooring minion accuracy. People may complain about the casting time, but being locked down for 2 seconds (since you can move in the last second of the casting time) is not a significant time loss. Especially for the huge increase in survivability.

    Remember: as a Corruptor, you need to spend time debuffing. Otherwise, you're just a weak Blaster who heals.
  11. If you start out with just the Speed and Fitness pools, you should be fine. Leaping is great to respec into for Acrobatics, but taking Super Speed rather than Super Leap means you won't have to worry about Combat Jumping and can grab Bitter Ice Blast, Ice Storm, or Frost Breath in the teens.

    The other option would be to wait on Hasten, but I find it too useful. Acrobatics isn't even available until 20, so waiting to get it in a respec isn't a big problem.
  12. Oh, sorry! That build is NOT what I'm advising people to make. My recommended slotting is listed underneath each power (though My Advice may say not to take the power at all). That build is just an example of one that works at level 40.

    As for staggering, I find it can depend on whether I'm solo or teamed. Starting off with AM when everyone is clustered at the door is a lot easier than telling them to gather a minute later.

    If your endy bar is draining fast, you will get more benefit out of casting AM second. But then Hasten provides a greater recharge buff, so it can bring AM back faster if you fire IT second.

    Tricky, ain't that?

    Another thing to consider is whether or not you're going into a mission filled with mezzers. Activating AM as soon as you enter the mission can be quite helpful when you get ambushed at the door by a bunch of Freakshow who want to chain-mez you.

    And then we'll have to see how Patron Power Pool pets affect staggering strategies. As a Fire/Rad Controller, I would always AM before Hasten to get my Imps nice and psycho right away.
  13. Well, this is a combo that plays quite differently between PvE and PvP.

    If you're completely focused on PvP, Frost Breath won't do anything for you. However, it will shine against large groups of minions in PvE.

    Firing AM and Hasten at the same time isn't a bad habit for PvP, but I find staggering works better in the ongoing battles of PvE. Oh, and staggering doesn't mean use one then wait to use the other when it's worn off. Nah, just wait 30 seconds or something between casts to spread them out.

    Acrobatics is a phenomenal power, but I just found it difficult to fit into the early twenties. However, the build I posted WAS a respec build without much exemping or PvP in mind. Acrobatics got placed at 38 to ensure more slot-hungry powers could be fed early. In the actual build I settled on, I think I ended up putting Acrobatics around 30.

    I found Freeze Ray recharges more than quickly enough with Hasten + AM and 1 Recharge Reduction, but YMMV. Again, that's a situation where staggering means you won't have to wait as long when you finally do want to fire them both off at the same time (aka, there's an Inv/SS Warden around the corner ).
  14. Glad to see you guys enjoyed the guide so much.

    As for the build you posted, it reeeeeally needs to be adjusted for ED, and you're taking Stamina pretty late.

    Here's a respec build I drew up not long ago:<ul type="square">---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: War Kitten - Liberty
    Level: 40
    Archetype: Corruptor
    Primary: Ice Blast
    Secondary: Radiation Emission
    ---------------------------------------------
    01) --&gt; Ice Bolt==&gt; Acc(1) Dmg(3) Dmg(3) Dmg(5) Rechg(5)
    01) --&gt; Radiant Aura==&gt; Heal(1) Heal(7) EndRdx(9)
    02) --&gt; Ice Blast==&gt; Acc(2) Dmg(9) Dmg(11) Dmg(11) Rechg(13) EndRdx(13)
    04) --&gt; Accelerate Metabolism==&gt; EndMod(4) EndMod(7) EndMod(15) Rechg(17) Rechg(17) Rechg(19)
    06) --&gt; Hasten==&gt; Rechg(6) Rechg(19) Rechg(21)
    08) --&gt; Radiation Infection==&gt; TH_DeBuf(8) TH_DeBuf(21) TH_DeBuf(23) DefDeBuf(23) EndRdx(25)
    10) --&gt; Combat Jumping==&gt; EndRdx(10)
    12) --&gt; Freeze Ray==&gt; Acc(12) EndRdx(15) Hold(25) Hold(27) Hold(29)
    14) --&gt; Super Jump==&gt; Jump(14) Jump(27)
    16) --&gt; Hurdle==&gt; Jump(16)
    18) --&gt; Health==&gt; Heal(18)
    20) --&gt; Stamina==&gt; EndMod(20) EndMod(31) EndMod(31)
    22) --&gt; Bitter Ice Blast==&gt; Acc(22) Dmg(33) Dmg(33) Dmg(33) Rechg(34) EndRdx(34)
    24) --&gt; Lingering Radiation==&gt; Acc(24) Rechg(34) Rechg(36) Slow(37)
    26) --&gt; Ice Storm==&gt; Dmg(26) Dmg(29) Dmg(31) Slow(37) Slow(40)
    28) --&gt; Enervating Field==&gt; EndRdx(28) EndRdx(40)
    30) --&gt; Frost Breath==&gt; Acc(30) Dmg(37) Dmg(39) Dmg(39)
    32) --&gt; Blizzard==&gt; Dmg(32) Dmg(36) Dmg(36) Slow(40)
    35) --&gt; Aim==&gt; Rechg(35) Rechg(39)
    38) --&gt; Acrobatics==&gt; EndRdx(38)
    ---------------------------------------------
    01) --&gt; Sprint==&gt; Empty(1)
    01) --&gt; Brawl==&gt; Empty(1)
    02) --&gt; Rest==&gt; Empty(2)
    01) --&gt; Scourge==&gt; Empty(1)
    ---------------------------------------------[/list]
    When I actually did this respec, I changed some of the slotting and powers, but this build fared well on Test.

    I think the most notable things about it are A) It's missing EM Pulse, and B) It has Leaping pool powers.

    Great as EM Pulse is, I was a bit slot-starved when I made this build, so I left it out to save myself the headache of rationing out my level 39 &amp; 40 slots.

    Leaping is a great pool, but I recommend getting it in a respec rather than early on. Those early levels are absolutely filled with great choices, and you'll have trouble fitting Pool Powers into your build. However, Acrobatics makes life much, much easier and has saved me from that most embarassing of defeats: being juggled to death by a pair of minions with knockdown powers.
  15. War Guides: Ice/Rad Corruptors
    Ice Blast/Radiation Emission is one of the more powerful builds available to Corruptors, but, like everything, it has its ups and its downs. Having played one since CoV Beta, gotten it to level 40, tested all the powers, and noticed that no one else had any Guides about this rather revered combo, it seemed like the right time to make one.


    What Are You Looking For?
    People play Corruptors for various reasons. They may want to play the standard MMO healer . They may want to be a Buff-bot. They may be attracted by the high-damage ranged attacks. They may like the amount of Area of Effect attacks available to the Archetype.

    All these are good reasons, but there are two things that define Ice/Rads: fast, high, single-target damage and powerful Debuffs. Because of this, you won't be able to offer a team the fire-and-forget protection of Shields or constant Buffs, and your AoEs won't be as prevalent as a Fire/ or Radiation Blast/ Corruptor.

    However, you'll be able to bring Archvillains and Heroes to their knees and get PvP opponents to really hate you. In the end, you will have Control abilities to rival Dominators, better Debuffing than a Mastermind, AoE attacks Stalkers dream of, and a rate of fire that’ll make Brutes cry.


    Ice Blast Powers
    Ice is a very interesting little set. It has a well deserved reputation for being heavy on single target damage, but people often fail to mention the Recharge times and Endurance costs that offset these rarely resisted, lightning quick attacks..

    But the game also balances this by giving Ice Blast one of the least resisted and most useful secondary effects: Slow. Used wisely, Ice Blast can devastate individual enemies rapidly, putting them in Scourge range ridiculously quickly while lowering their rate of fire and keeping them at bay.


    <ul type="square">1. Ice Bolt available level 1
    Pelts an enemy with small icy daggers; their chill Slows a foe for a time. Fast, but little damage.
    The first attack available to you, this is one you’ll use in your attack chain throughout the entire game. The animation is one of the fastest around, and the damage is among the highest of the first tier Blasts.

    Endurance Cost: 5.2
    Activation Time: 1.17 seconds
    Recharge: 4 seconds
    Range: 80 ft.
    Brawl Index: 2.22 Cold, 0.56 Smashing = 2.78 Total
    Debuff: -Recharge, -Speed
    Slotting Options: Accuracy, Damage, Endurance Cost Reduction, Range Increase, Recharge Reduction, Slow (-Speed only)

    My Advice:
    Pick it up at level 1 and 5-slot this power as soon as you can manage. Add another for greater Recharge or Endurance. Without Hasten, you might consider another Recharge in place of Endurance Cost Reduction, but Endurance cost is pretty low on this power (compared to the others you’ll be struggling with). Duration of the power’s Slow is too low to be worth slotting.
    Recommended Slotting:1 Accuracy/3 Damage/1 Recharge Reduction/1 Endurance Cost Reduction


    2. Ice Blast available level 1
    Hurls shards of Ice at foes and Slows them. Slower recharge than Ice Bolt, but more damage
    Another of the “Holy Trinity” of Ice Blast. The animation is even faster than Ice Bolt, and the damage is great, but the Endurance cost goes up proportionally. The Recharge time, however, doubles.

    Endurance Cost: 8.528
    Activation Time: 1 second
    Recharge: 8 seconds
    Range: 80 ft.
    Brawl Index: 2.78 Cold, 1.78 Smashing = 4.56 Total
    Debuff: -Recharge, -Speed
    Slotting Options: Accuracy, Damage, Endurance Cost Reduction, Range Increase, Recharge Reduction, Slow (-Speed only)

    My Advice:
    Grab it at level 2 and 6-slot it as soon as you can. Unlike Ice Bolt, the Endurance cost of this one becomes quite noticeable. Again, the Slow doesn’t last long enough to warrant enhancement.
    Recommended Slotting: 1 Accuracy/3 Damage/1 Recharge Reduction/1 Endurance Cost Reduction


    3. Frost Breath available level 2
    Unleashes a cone of frosty breath that can Slow your opponent. Very accurate and deadly at medium range.
    A decent-sized cone with inherently high Accuracy. Debate rages, however, as to whether having an early AoE with a better Slow than prior blasts is worth the Endurance cost, setup, and animation time.

    Endurance Cost: 15.184
    Activation Time: 2.67 seconds
    Recharge: 16 seconds
    Range: 40 ft. (40 degree Cone)
    Brawl Index: 2 x 1.94 Cold = 3.88 Total
    Debuff: -Recharge, -Speed
    Slotting Options: Accuracy, Damage, Endurance Cost Reduction, Range Increase, Recharge Reduction, Slow (-Speed only)

    My Advice:
    I soloed a lot early on, so I picked this up during my single digits and enjoyed it quite a lot. The Accuracy bonus is fantastic (even if the animation does lock you down) and those used to Cones and Toggle-Pulling will get great mileage out of it.

    However, after slotting up Ice Storm, I respecced Frost Breath to a later point in my build. Having a solid Cone like this alleviates some of your low level frustration, but it’s no good for Bloody Bay (where your build has to be VERY tight), and is surpassed by the Scourge-tastic Control of a well-slotted Ice Storm.
    Recommended Slotting: 3 Damage/1 Endurance Cost Reduction


    4. Aim available level 6
    Greatly increases the Accuracy of your attacks for a few seconds. Slightly increases damage
    Found in most Blast sets, Aim raises your To Hit by 100% and gives about a 42.5% damage boost for long enough to fire off a few attacks. Some hate it, some can’t live without it.
    Endurance Cost: 5.2
    Activation Time: 1.17 seconds
    Recharge: 90 seconds
    Duration: 10 seconds
    Buff: +To Hit, +Damage
    Slotting Options: To Hit Buff, Endurance Cost Reduction, Recharge Reduction

    My Advice:
    Aim is one of the most delay-able powers available to you. It’s great in a tough fight or against mobs with huge Defense, but you’ll usually find Radiation Infection will do that job for you. Still, it’s worth grabbing late in the build if you have room.
    Recommended Slotting: 2-3 Recharge Reduction


    5. Freeze Ray available level 8
    Damages and encases your foe in a block of ice. Attacking the Held foe will not free him.
    A single target Hold that animates faster and costs less than Controller Holds. How can you say ‘no’?

    Endurance Cost: 6.864
    Activation Time: 1 second
    Recharge: 10 seconds
    Duration: 8 seconds
    Range: 60 ft.
    Brawl Index: 0.28 Cold
    Debuff: Hold
    Slotting Options: Accuracy, Damage, Endurance Cost Reduction, Range Increase, Recharge Reduction, Hold Duration

    My Advice:
    Must Have Power. Get this ASAP and slot it up. It doesn’t have the inherent Accuracy of a Controller Hold, so give it an Accuracy enhancement. With Hold SOs and Hasten and Accelerate Metabolism up, it’s fast enough to stack with itself and perma-Hold Bosses (though this does eat some Endurance, so you’ll want to give it Endurance Cost Reduction).

    This is one of the powers that makes Ice so desirable.
    Recommended Slotting: 1 Accuracy/3 Hold Duration/1 Endurance Cost Reduction/1 Recharge Reduction


    6. Ice Storm available level 12
    Shred your foes with this Ice Storm. Lots of damage in a large area.
    Over quite a wide area, this summoned attack rains little shards all over your enemies. They WILL try to run out of it, but every hit has that great Slow effect which stacks with itself. Better yet, it re-evaluates the chance to Scourge on EVERY TICK.

    Endurance Cost: 15.6
    Activation Time: 2.03 seconds
    Recharge: 60 seconds
    Duration: 15 seconds
    Range: 60 ft. (30 ft. radius)
    Brawl Index: 72 x 0.051 Cold, 72 x 0.051 Lethal = 7.34 Total
    Debuff: -Recharge, -Speed
    Slotting Options: Accuracy, Damage, Endurance Cost Reduction, Range Increase, Recharge Reduction, Slow (-Speed only)

    My Advice:
    The teens are a very troublesome place, since you can no longer delay on travel powers or the Fitness pool, so you may have to wait until your twenties to get Ice Storm. Getting it any sooner requires you forego Hasten or the more important powers in Ice or Rad.

    That said, get it as soon as you can manage and 6-slot it. It’s best used after a Frost Breath or a few single target blasts have beaten your enemies closer to Scourge range. The Slows are great, and stacking Lingering Radiation on the mobs brings them well over the -Speed cap.
    Oh, and the sea of “Scourge” messages is just divine.
    Recommended Slotting: 1 Accuracy/3 Damage/2 Slow


    7. Bitter Ice Blast available level 18
    Slower, but more powerful and damaging than Ice Blast. Slows your foe and can reduce his chance to hit.
    This is the most powerful Blast available in the Ice line. Superior damage, hefty Debuffs, and enough speed to make it a key part of your main attack chain. The damage beats anything short of a Snipe and Blaze from Fire Blast. But, unlike the Snipes, the animation is quick and uninterruptible. And, unlike Blaze, it has a nice hefty range to it.

    Endurance Cost: 13
    Activation Time: 1.07 seconds
    Recharge: 12 seconds
    Range: 50 ft.
    Brawl Index: 3.56 Cold, 2.78 Smashing = 6.33 Total
    Debuff: -Recharge, -Speed, -To Hit
    Slotting Options: Accuracy, Damage, Endurance Cost Reduction, Range Increase, Recharge Reduction, Slow (-Speed only), To Hit Debuff

    My Advice:
    The final of your single target blasts, and, WOW, is it worth it. Slot it just like Ice Blast. The Endurance cost is noticeable, so an SO is advisable. With Hasten, Accelerate Metabolism, and a Recharge SO, you’ll be firing it off enough to really feel it.

    Again, this is a tough power to fit into the teens, but get it as soon as you can. With the “Holy Trinity” of Ice Blasts complete, you can now tear through anything you see.
    Recommended Slotting: 1 Accuracy/3 Damage/1Recharge Reduction/1 Endurance Cost Reduction


    8. Bitter Freeze Ray available level 26
    Holds your opponent in ice. He can be attacked and remains helpless. He is very damaged and Slowed.
    Without a doubt, the best animation in Ice Blast. Unfortunately, the time it takes for the animation to complete and high Endurance cost make it a highly debatable power choice.

    Endurance Cost: 15.184
    Activation Time: 3.7 seconds
    Recharge: 20 seconds
    Duration: 8 seconds
    Range: 80 ft.
    Brawl Index: 3.67 Cold
    Debuff: Hold
    Slotting Options: Accuracy, Damage, Endurance Cost Reduction, Range Increase, Recharge Reduction, Hold Duration

    My Advice:
    I fell in love with the animation and carried this albatross around my neck for a good ten levels. Then I respecced out of it and started enjoying the game a lot more.

    Really, there are only two reasons to get this power:
    1) You love the animation THAT much.
    2) You can’t afford the Enhancement Slots to buff Freeze Ray and are willing to burn a Power Slot so you can stack Holds on Bosses.

    Neither reason is really good enough. It does less damage than Ice Blast, Holds for the same duration as Freeze Ray, and costs more and takes longer to execute than both of them COMBINED.
    Recommended Slotting: 1 Accuracy/3 Hold Duration/1 Endurance Cost Reduction/1 Recharge Reduction


    9. Blizzard available level 32
    Large area, high damage. Slows and reduces hit chance. Leaves you drained and unable to recover End
    Unlike most final Blast powers, Blizzard is a Storm. Targetted a safe distance away from enemies, this can devastate them without endangering the Corruptor. However, as a Storm, it causes foes to flee the area as the “Damage over Time” chews away at them. Thankfully, it also Slows them, knocks them down, and lowers their Accuracy, too.

    Endurance Cost: 20.8
    Activation Time: 2.03
    Recharge: 360 seconds
    Duration:
    Range: 60 ft. (30 ft. radius)
    Brawl Index: 12 x 0.42 Cold, 12 x 0.42 Lethal = 10.08 Total
    Debuff: Knockdown, -Recharge, -Speed, -To Hit
    Debuff (self): -Endurance, -Recovery
    Slotting Options: Accuracy, Damage, Endurance Cost Reduction, Range Increase, Recharge Reduction, Slow (-Speed only), To Hit Debuff, Knockback Distance

    My Advice:
    Blizzard is glorious. With the Buff “buff” (making it so Aim, Soul Drain, Fulcrum Shift, inspirations, etc. affect Storms), it has quickly become one of the most beloved of Corruptor “Nukes”. Not only is it safer to use than any other, it also re-checks Scourge chances on every tick. This means a well-slotted Blizzard can take out anything short of Bosses and Archvillains.

    But, as Ice/RAD, you have some problems. The -Endurance of activating Blizzard will kill off your Toggle Debuffs, eradicating most of your damage boosting ability. Using it also kills off Endurance Recovery for about 20 seconds (something your Accelerate Metabolism can’t keep from happening).

    Still, this power is well worth getting. Good for a finisher and great as a panic button. 5-slot it and have some fun.
    Recommended Slotting: 1 Accuracy/3 Damage/1-2 Slow[/list]

    Radiation Emission Powers
    Radiation Emission is one of the most powerful blends of Control, Healing, Buffing, and Debuffing available in City of Heroes and City of Villains. It’s somewhat of a jack-of-all-trades. It samples the damage potential and Speed boosting of Kinetics, the Control and Debuffing of Dark Miasma, and the healing of Thermal Radiation to give you a power for almost every situation.

    <ul type="square">
    1. Radiant Aura available level 1
    Mends your allies’ wounds. This power restores some Hit Points to you and all nearby Heroes.
    You’re required to get this power at level 1, and it will heal you and allies in quite a wide area. Base Heal value is 11% of your total Hit Points..

    Endurance Cost: 13
    Activation Time: 2.03 seconds
    Recharge: 8 seconds
    Range: PBAoE (25 ft. radius)
    Buff: Heal
    Slotting Options: Endurance Cost Reduction, Heal, Recharge Reduction

    My Advice:
    Radiant Aura is a very good power, but it will get you incorrectly labeled as a Healer. You really, really aren’t.

    With Hasten and Accelerate Metabolism, this power should be up far more than you need it. Just be careful that you don’t fire it off at a crucial juncture when you’re low on Endurance. Knee-jerk reactions with this can have you dropping your Toggles– then you’ll REALLY need it.

    Best thing is to buff up the healing a bit and reduce the Endurance cost. Add Recharge Reduction when you have more slots to spare.
    Recommended Slotting: 2-3 Heal/1 Endurance Cost Reduction

    2. Radiation Infection available level 2
    Infects target and all foes that he contacts, until target dies or you stop. Reduces Accuracy and Defense.
    The first of your Toggle Debuffs. This will affect and “aggro” all the villains in the radius of your target (referred to as an “Anchor”), so make sure to keep it alive while you destroy the surrounding mobs.
    This power is one of Radiation’s own “Holy Trinity”.

    Endurance Cost: 0.286 per second
    Activation Time: 3.1 seconds
    Recharge: 8 seconds
    Duration: Toggle (lasts until turned off or target dies/moves far out of range)
    Range: 70 ft. (15 ft. radius)
    Debuff: -Defense, -To Hit
    Slotting Options: Defense Debuff, To Hit Debuff, Endurance Cost Reduction, Range Increase, Recharge Reduction

    My Advice:
    An extremely powerful tool that defines Radiation Emission– and how much you like it.
    Toggle Debuffs can be difficult to use, since teammates and pets have a habit of frequently killing your Anchor and leaving you staring at a room full of very angry mobs (this is a good reason for anchoring onto more resilient enemies).

    Nonetheless, Radiation Infection is your main defense and quite a bit of your offense, too. Use it for Toggle-Pulling, and you can hop around a corner as you cast it, pulling a group of mobs to you, bunched up nice and tight so you can AoE them into oblivion.
    I always grab this by level 8 at the latest. Slot up To Hit Debuffs to max your defense, and you’re well protected. Reduce the Endurance cost as soon as you can (running it while spamming attacks can drain you), then add Defense Debuffs if you can spare the slots.
    Recommended Slotting: 3 To Hit Debuff/1 Defense Debuff/1 Endurance Cost Reduction


    3. Accelerate Metabolism available level 4
    Boosts run, attack speed, recovery and damage of nearby allies. Allies are resistant to most effects
    An all around Buff that will make teams love you. The huge radius makes it so you can buff 7 Masterminds and all their pets with one easy click.

    Endurance Cost: 15.6
    Activation Time: 2 seconds
    Recharge: 420 seconds
    Duration: 120 seconds
    Range: PBAoE (25 ft. radius)
    Buff (self &amp; allies): +Endurance Recovery, + Recharge, +Speed, +Damage, + Status Resistance (Sleep, Hold, Disorient, Immobilize, Endurance Drain)
    Slotting Options: Endurance Cost Reduction, Endurance Modification, Recharge Reduction, Run Speed Increase

    My Advice:
    This is one of the main reasons you chose Ice/Rad. Accelerate Metabolism and Hasten will allow the otherwise lackluster rate of fire to increase dramatically (also helped by the 20% damage Buff it provides). Even better, it boosts Endurance Recovery; something you desperately need.

    Teams will love you for Accelerate Metabolism, and you will love your Ice/Rad for it.

    Get this at level 4, then make sure it has those first three Recharge Reductions in it as soon as you can manage. If you can spare the slots, boost Endurance Recovery as well.
    Recommended Slotting: 2-3 Endurance Modification/3 Recharge Reduction


    4. Enervating Field available level 10
    Slowly damages and decreases the damage rate of the target and all nearby foes, until you stop.
    Formerly the gem in Radiation Emission’s crown, this power’s effectiveness has been reduced in recent years. Still, it will increase you AND your team’s damage dealing capabilities (by about 22.5%) and reduce incoming damage (by 32.5%) for a hefty Endurance cost.

    Endurance Cost: 0.572 per second
    Activation Time: 1.5 seconds
    Recharge: 8 seconds
    Duration: Toggle (lasts until turned off or target dies/moves far out of range)
    Range: 70 ft. (15 ft. radius)
    Debuff: -Damage, -Damage Resistance
    Slotting Options: Endurance Cost Reduction, Recharge Reduction, Range Increase

    My Advice:
    Enervating Field is great and problematic. Another member of Radiation’s “Holy Trinity”, it will reduce the damage output of the mobs swimming in it while increasing the amount of damage you do to them.

    However, neither of these values can be enhanced, and the Endurance cost of running this power can be a headache. Radiation Infection is a far greater defensive tool (arguably better offensively, too), but Enervating Field’s quick activation time makes it the easier to use when teams are killing anchors or mobs are spamming Hold/Sleep/Disorient on you.

    Teams may love you for it, but the prohibitive cost kept me from getting it until the late twenties. Adding it to your arsenal will increase your damage output, but Radiation Infection will do more to keep you from getting damaged and keep your Toggles from dropping
    Recommended Slotting: 2-3 Endurance Cost Reduction


    5. Mutation available level 16
    Revives and greatly boosts fallen ally, for a while. Then ally is significantly weakened, but still standing
    Held up by many to be the best battlefield Resurrection, this is a staple of the team-oriented Corruptor. It also has the added bonus of giving Debt Protection to the revived ally for 90 seconds after being used.

    Endurance Cost: 26
    Activation Time: 3.2 seconds
    Recharge: 180 seconds
    Duration: 90 seconds
    Range: 15 ft.
    Buff (ally): Resurrection, +Damage, +Accuracy, +Endurance Recovery, +Recharge
    Debuff (ally): Disorient, -HP
    Slotting Options: Endurance Cost Reduction, Range Increase, Recharge Reduction, Endurance Modification

    My Advice:
    I solo. A lot. Because of that, my Radiation Emission characters usually don’t get Mutation. Unlike, say, Howling Twilight, it simply has no use if your teammates aren’t dying regularly, and I’d rather prevent them from dying than have a snappy comeback to their newly earned debt.

    On the other hand, a Rad/Rad Defender in my SG has ONLY Radiant Aura and Mutation, and she says that’s been enough to make her teams love her.

    Personally, I find Ice/Rad offers too many “Must Have” powers to pick this up.
    Recommended Slotting: 1 Recharge Reduction

    6. Lingering Radiation available level 20
    Emits Lingering Radiation that reduces attack rate and movement speed of all foes near the target
    A wide area of effect Debuff that’s easily made permanent. The third part of your “Holy Trinity,” it’s one of Radiation’s best defensive powers and absolutely necessary for fighting Archvillains and Heroes.

    Endurance Cost: 15.6
    Activation Time: 1.5 seconds
    Recharge: 90 seconds
    Duration: 30 seconds
    Range: 80 ft. (25 ft. radius)
    Debuff: -Recharge, -Speed, -Regeneration
    Slotting Options: Accuracy, Endurance Cost Reduction, Range Increase, Recharge Reduction, Slow (-Speed only)

    My Advice:
    Get this as soon as you can manage. It comes at a very difficult time in your build, when all those powers you had to pass up in the teens have piled up, but this is one of the main reasons for play Ice/Rad. The -Speed and -Recharge will stack with those of your Ice powers, bringing almost anything to the -Speed cap in an instant. This keeps most melee attacks out of reach and reduces enemy rate of fire dramatically.

    Also, the -Regeneration will make those rapidly healing AVs/Heroes/Monsters battles much, much faster.

    Unlike ALL other Corruptor -Speed powers, this is a targetted AoE click power. It has to roll an Accuracy check, but, unlike Tar Patch, Caltrops, Sleet, or Snowstorm, they cannot escape the Debuff by running away.
    Recommended Slotting: 1-2 Accuracy/2-3 Recharge Reduction/1 Endurance Cost Reduction


    7. Choking Cloud available level 28
    Nearby foes may be overcome with toxic radioactive gas, leaving them choking and helpless.
    A huge power for Controllers. An expensive and unreliable one for anyone spamming attacks.
    Endurance Cost: 6 per 5 seconds
    Activation Time: 2.03 seconds
    Recharge: 90 seconds
    Duration: Toggle (lasts until turned off )
    Range: PBAoE (15 ft. radius)
    Debuff: Hold
    Slotting Options: Endurance Cost Reduction, Hold Duration, Recharge Reduction

    My Advice:
    I’ve seen a few Ice/Rads using this power in battle. Typically, they just stand around and rely on the rest of the team to actually kill the enemies they’re trying to Hold. It doesn’t work out very well.

    Before I malign this power too much, let me say that I consider it to be a Must Have for Controllers, since they get increased Hold Duration on it and have pets dealing damage for them.
    Radiation Defenders will get more out of it, too, since their version of Accelerate Metabolism provides greater Endurance Recovery than ours (base 33% buff vs. our reported 16% base value). Some other Corruptors may also find greater use in this, since their attack chains usually cost less (Radiation Blast, for instance).

    However, as we’ve said before, Ice/Rad’s reliance on single target attacks and Toggle-Debuffs makes for an Endurance intensive build. The “Hold Pulse” of Choking Cloud is unreliable and short in duration, and it also requires you to be in very close quarters with your enemies to function.

    On top of all this, it isn’t very accurate and cannot be slotted with Accuracy enhancements, so you need to be running Radiation Infection and/or Tactics to make it remotely reliable, and that costs even more Endurance.

    Basically, if you rely on Choking Cloud, you’re giving up your ability to blast fast in the hope of being a mediocre AoE Hold-bot.
    Recommended Slotting: 3 Hold Duration, 2-3 Endurance Cost Reduction


    8. Fallout available level 35
    After an ally falls in battle, you can activate this power to pull energy from their body to deal a massive amount of damage to all nearby foes.
    The highest damage Area of Effect attack in the entire game. Even with a lower Brawl Index, the base damage of this edges out almost every Blaster Nuke.
    Endurance Cost: 20.8
    Activation Time: 3.2 seconds
    Recharge: 300 seconds
    Range: 40 ft. (30 ft. radius)
    Brawl Index: 17.0833 Energy
    Debuff: -Defense, -To Hit, -Damage, -Resistance
    Slotting Options: Accuracy, Damage, Defense Debuff, Endurance Cost Reduction, Range Increase, Recharge Reduction, To Hit Debuff

    My Advice:
    Tempting as this power may be, it suffers from the same dilemma as Mutation: a player has to die for you to use it.

    However, there have been teams who will Recall Friend a dead player throughout an entire map just to use this attack over and over. The damage and Debuffs are great ( yes, it can also Scourge), and it doesn’t suffer from the -Recovery and total loss of Endurance a Nuke does.

    That said, it’s highly situational. No good for soloists, and an act of desperation on teams. If you think your teammates will be dying a lot, you’ll get good mileage. Otherwise, skip it.
    Recommended Slotting: 1 Accuracy, 3 Damage


    9. EM Pulse available level 38
    You can unleash a massive pulse of electromagnetic energy incapaciting all foes in its radius. Leaves you briefly unable to recover End.
    The most powerful AoE Hold in the game. The range and duration are double that of Controller AoE Holds, AND it has the same 50% chance to Hold Bosses that Controllers get. However, unlike Controller and Dominator AoEs, it does not suffer from an Accuracy penalty. Can affect up to 16 enemies.

    Endurance Cost: 20.8
    Activation Time: 2.93
    Recharge: 300 seconds
    Duration: 20 seconds
    Range: PBAoE (60 ft. radius)
    Brawl Index: 3.6448 Energy (Special vs. Robots)
    Debuff: Hold, -Endurance, -Recovery, -Regeneration
    Debuff (self): -Recovery
    Slotting Options: Accuracy, Endurance Cost Reduction, Hold Duration, Recharge Reduction, Endurance Modification

    My Advice:
    The manual’s description doesn’t do any justice to this power. It is amazingly strong. Dominators will weep when they see you use it.

    The -Recovery penalty lasts about 20 seconds, but, unlike a Blaster Nuke, it doesn’t drain your Endurance. As long as you can keep from burning your remaining Endurance before your Recovery kicks in, you’re in great shape.

    The first time you use Aim + EM Pulse + Ice Storm + Blizzard, you just might cry.
    Recommended Slotting: 1 Accuracy, 3 Hold Duration, 2 Recharge Reduction[/list]

    [color=#FFCC66 ]Pool Powers[/color]
    The only Pool Powers I’d insist on using in this build are Hasten and Stamina. The synergy is just that good. Acrobatics and Tactics are also high on my list, but now we’re heading into personal preference, so let’s just take a quick look at all the Pools.


    <ul type="square">[color=#FFCC66 ]Concealment[/color]
    Stealth stacks with Super Speed for some very convenient invisibility against mobs. Grant Invisibility always helps teams. Invisibility and Phase Shift are good for certain situations, but they prevent you from attacking or using your Debuffs while they’re on.

    [color=#FFCC66 ]Fighting[/color]
    Not a good pool for Corruptors. The melee attacks don’t fit well with ranged attack chains, the values of the Toggle “Armors” are very low, and their costs are too high.

    [color=#FFCC66 ]Fitness[/color]
    A must. Stamina is a boon (give it 3 slots, though), Health will keep downtime and Sleeps to a minimum, and Hurdle is great for stacking with Combat Jumping from the Leaping pool for an un-suppressible mini travel power.

    [color=#FFCC66 ]Flight[/color]
    The easiest Travel power to use, this pool also gives you access to Air Superiority for -Fly and Hover, in case you just want to float over enemies’ heads all day.

    [color=#FFCC66 ]Leadership[/color]
    With great Buff values for Corruptors, many swear by this set. Especially Tactics. For Ice/Rad, you already have Aim and Radiation Infection making mobs easier to hit, so the extra endurance cost of running Leadership Toggles is debatable. The Placate and Taunt resists and +Perception these provide do make them a must for PvP, though.

    [color=#FFCC66 ]Leaping[/color]
    The perfect Travel power for the Rogue Isles. Combat Jumping and Hurdle from Fitness are amazing when stacked, and Acrobatics will keep Holds and Knockback from taking you out of a fight.

    [color=#FFCC66 ]Medicine[/color]
    No reason to get this. Radiation Emission gives you everything this pool offers.

    [color=#FFCC66 ]Presence[/color]
    A very odd pool for Corruptors. The Taunts are unnecessary and not worth getting just so you can access the Fear abilities.

    [color=#FFCC66 ]Speed[/color]
    You WANT Hasten. Hasten and Accelerate Metabolism are made for each other (3 recharge slots in each). Super Speed is a very useful Travel power both in and out of missions and its stealth component will stack with Stealth from the Concealment pool to give you de facto Invisibility in PvE.

    [color=#FFCC66 ]Teleportation[/color]
    Recall Friend works very well with the tiny range of Mutation and Fallout. Teleport Foe can pull single minions away from large groups of enemies, but you already have Blasts to do that. Teleport is without a doubt the fastest travel power available, but it’s also the most difficult to use.[/list]

    From My Experience...

    <ul type="square">[*]Stagger Hasten and Accelerate Metabolism.
    Firing both of them off at the same time will shoot your recharge rate through the roof, by try to avoid doing it unless you’re going against a Boss. It’s better to be patient and have a +Recharge buff at all times than to be jumping between godmode and snailmode.

    [*]Debuff with Care
    Radiation Infection and Enervating Field can get you in trouble if not handled properly. Before picking a Toggle Anchor, consider what you’re fighting. Does it mez? Does it like to run away? Does it have a tendency to teleport next to mobs you haven’t aggroed yet? Does it have high damage/high accuracy attacks your Debuffs aren’t enough to handle? Take all this into account before you choose an Anchor.

    Prime offenders in this regard include: Tsoo Sorcerers, Malta Gunslingers, Sky Raider Porters, Rikti Headmen Gunmen, Council Warwolves, Carnival Strongmen, Tsoo Ancestor Spirits, Carnival Illusionists, Carnival Master Illusionists, Marcone Hitmen, Longbow Flamethrowers, and Arachnos Night Widows.

    And that’s just off the top of my head!

    Now, having scared the daylights out of you with the various mobs you DON’T want to Anchor, consider that certain enemy powers will be interrupted by the pulsing of your Toggle. Sky Raider Engineers won’t be able to set up their Force Field Generators. Circle of Thorns Mages and Vahzilok Embalmed won’t be able to blow themselves up. Rikti Communications Officers won’t be able to open up Portals... though those are great XP, so, again, you may want to avoid starting with Toggles on them.

    [*]Open with Radiation Infection
    With the long range and long animation, it should obvious. So many people don’t even cast this, it makes me cringe.

    Throw it out there right away. I cannot stress this enough: Radiation Infection will keep you alive. With it running, mobs won’t be able to touch you, and all those naughty powers of yours that AREN’T autohit (All your Ice powers, Lingering Radiation, Choking Cloud, Fallout, and EM Pulse) will become a lot more useful.

    [*]Toggle-Pulling
    Another way in which Radiation Infection helps you out: it aggros everything it touches! That may seem like a bad thing, but it allows you to safely pull an entire group of enemies to you by simply casting it, then getting out of their Line of Sight. Run around a corner, hide behind some large boxes, or climb a staircase. Like clockwork, they’ll run over to get you, then cluster together when they finally re-establish Line of Sight.

    THEN you hit them with Enervating Field, Lingering Radiation, and all your other Area of Effect powers. Oh, and your teammates can chip in, too.

    Congratulations: You’ve just successfully destroyed an entire group of enemies at minimal risk to yourself.

    [*]Make Macros
    Well, the curse of Radiation Emission is that teammates will kill your Toggle Anchors. It’s bound to happen. The best way to minimize this is to make Binds that will tell them just which mob is playing Anchor so they have a better idea of what not to kill. Also try to describe the effects of the Toggle in the bind so less knowledgeable players will understand what all the fuss is about.

    For example:
    /macro RI”team $target is Radiation Infection anchor. Keep it alive to debuff our enemies.$$powexec_name Radiation Infection”

    Also, try to put your Toggle Debuffs on Lieutenants. Minions die far too quickly, and Stalkers and Brutes gravitate towards Bosses no matter how much you tell them not to.

    Another Macro to consider:
    /macro AM “team Gather for buffs!”

    Ridiculously simple, right? You’d be surprised how many times you’ll have to spam this before people actually gather for Accelerate Metabolism. Don’t try explaining it to them. Just say it’s a buff and they want it. ‘Cause they do.

    [*]Scourge Strategically
    Ice Storm and Blizzard work wonders for Scourging, but, thanks to the Fear effect, they are NOT openers. After laying down your debuffs, you’ll want to whittle down the enemies a little. Spread around your single target blasts and line them up for Frost Breath. Once the enemies get to 50% health, they’re in Scourge range. At that point, cast a storm and watch the Scourges fly.

    Also remember to lead off with Bitter Ice Blast before Ice Blast and then Ice Bolt. Getting enemies into Scourge range with your big Blasts makes your smaller Blasts a lot more useful.

    [*]Some Mobs Just Won’t Slow
    Sadly, there are some enemies in this game with painfully strong -Speed resistance. Council Warwolves, Carnival Strongmen, and Tsoo Ancestor Spirits can have Lingering Radiation and numerous Ice Debuffs on them, and they’ll still sprint out of an Ice Storm at full speed. Since these mobs can also mez you or hit you for massive amounts of damage, it’s usually a good idea to focus on defeating them quickly.

    [*]Hold the Mezzers First
    Any mob that can Sleep, Hold, or Disorient you is bad. Why? Because, aside from obvious problems, that’s all it takes to turn off your toggles. Rather than just spamming blasts, use a Hold to take them out of commission. A Longbow Nullifier stuck in a block of ice is better than a half dead one that’s just dropped your Toggles so his Flamethrower friends can Ignite you.

    [*]Healing Habit
    At the end of a battle, you will recover Endurance rapidly, but you and most of your team won’t be healing nearly as quickly. Make a habit of firing off Radiant Aura at the end of every fight. Let it become second nature. You have the Endurance to burn, and your team will appreciate it.

    [*]Hunting for Bigger Game
    Ice/Rad does well against minions, but few other Corruptors can compare when fighting against AVs and other players. Open with Radiation Infection, then cripple them with Lingering Radiation. Add Enervating Field to the mix, and hit them with your Ice Bolt/Ice Blast/Bitter Ice Blast/Freeze Ray chain. Fire Lingering Radiation every time it comes back up, and they’re not regenerating or running anywhere (the exception to this being Teleportation and Leaping in PvP). Keep an eye on your Endurance and you’re golden.[/list]
  16. Welp, I've seen enough numbers from people who know how to do math to tell this is an irredeemable nerf.

    You cannot argue that To Hit Debuffs are easier to use than Defense Buffs. You cannot argue that the toons who use them have enough damage dealing power to not feel this nerf. You cannot claim this was something you missed with ED and are cleaning up now.

    In your own words:[ QUOTE ]
    I’d like to promise you that there won’t be ANY changes in I7 that are “nerfs” and that any change is a “buff”, but that’s unrealistic given that there might be bugs, errors, etc. It simply wouldn’t be honest. BUT I do promise that I don’t foresee any more big swings on how things are done.

    [/ QUOTE ]

    This is a big swing, bucko. Just put the nerfbat down.
  17. I find this isn't just a problem with Longbow, but some other mobs that have one-shotted me.

    The other night, I fought The Wretch (Elite Boss). He took three shots at me, but none of them hit. Then he did a KO Blow, and I was killed in one shot. No damage reported in that entire exchange.

    From what I've seen, KO Blow is the power this always happens with. Wretch's nuke (the one that "pounds you for 350-something Smashing, pounds you for 350-something Energy, devastates you for another 350-something Smashing" reported just fine, even though it also one-shotted me.

    And, truth be told, I have never had too much trouble with any Longbow Boss or Elite Boss I've fought except for the Super Strength ones. KO Blow is just insanely powerful, and there's nothing fun about being one-shotted, much less not being able to verify it.
  18. These events are neither Ambush related nor limited to Stalkers. I've had it happen frequently on my Corruptors and Dominator; walk past a mob, mob shoots at me, mob proceeds to follow me through the entire zone and not give up.

    What's worse: I've had it happen multiple times while crossing Port Oakes. A Hellion will take a liking to me, then a Capo, then a Wolf Spider... pretty soon, I've got a small army of completely different mobs following me for no good reason.
  19. [ QUOTE ]
    the best post EVAR was the jerk-hacker post

    [/ QUOTE ]

    *holds up a candle for UniqueDragon, starts lighting another for 3HeadedHero*
  20. _War_

    I5

    Oh, another thing that needs mentioning: the new spacing of spawns in missions isn't much better than what we had before and is actually worse in a number of spots. On a team of three, we were facing 30 Nemesis all bunched up together in one half of a room. For the most part, it seems like any kind of intersection (T, L, trapezoid, fourway, etc.) will have spawns far too close together.

    This may also be related to the horrible bug with ambushes. When duoing, a friend and I faced TWO ambushes after I accepted a mission. One right on top of the other and both quite large.

    Tonight, I did my Aura mission SOLO and got ambushed by 3 Freak Lieutenants and 6 Minions (all +1 to me). I BARELY survived the alpha strike. If I had been standing still when they appeared, I would have died without any chance to return fire. Then, when the Rikti ambushed me, there were too many to count. I had to run into the train station, firing as I went, but there were too many for the Police Drones, as well.

    Those are two big problems that really need to be taken care of.
  21. _War_

    I5

    I'll agree that things went relatively smoothly, but crash bugs and memory leaks from Test server still went through. I've been tweaking my system as best I can, but there's still more choppiness, lag, rubberbanding, zoning lag, and crashing than I had in I4. Definitely smoother than it could've been, but there are still quite a few bumps.
  22. I love CoH too, but I5 has sent even the hardcore players I know (the ones from beta who have a whole legion of 50s and so many badges they were automatically awarded Trailblazer when I5 went live) running for the hills.

    It's one thing to nerf us.

    It's another thing to stealth nerf us and then lie about it.

    It's yet another thing to still not add more high level content. I love Croatoa, but the late 20s already have tons to do. The late 30s are a doldrums, the Shard is pathetic, and the new teleporter in the Crash Site still doesn't make me want to go there (except for the Respec Trial, which I would sojourn for anyways ).

    What happened to that talk about new high level content requiring the nerfing of Hami Os? What happened to the Shard Mole Point system? What happened to encouraging people to level?

    While it's nice to see old missions updated with "escort", "capture", "ally", "ambush", and "protect" features, those are few and far between. Mostly, we've just been nerfed and told to roll new characters again.
  23. [ QUOTE ]
    Tar Pit WAS reduced in power - the recharge was just about doubled. I don't know about freezing Rain, but that power has enough drawbacks to deserve being the premier debuff in the game.

    [/ QUOTE ]

    Uhh... well, first off, you clearly don't play a Dark Miasma Defender because then you'd know A) the power is Tar Patch and B) it was absolutely unchanged (barring new global AoE limits).

    What I find more disturbing is you didn't bother to read through this very thread, where a few of us ran tests, found there was no change at all, and said as much. Please try to follow the discussion before attempting to point out flaws in other peoples' statements.