Frosticus

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  1. Quote:
    Originally Posted by Windenergy21 View Post
    Well from the values i've seen i think, its not exactly a nerf.
    Which begs the question, how big do the numbers have to be before you'd consider it a nerf? This is a near 50% reduction in the strength of the power outside of leg-humping range.

    I can't think of many situations where a power would be altered to this extent and it wouldn't be considered a nerf; deserved or otherwise.
  2. Quote:
    Originally Posted by Seldom View Post
    Just to nitpick, mesmerize (and sleeps for that matter) seems to be a strength vs. AV's in general. As such, it's a particularly good control in both controller and dominator hands. Domination saves from re-layering, but controllers can sleep AV's as well.
    It's not a nitpick as I already mentioned that as long as you don't want to kill the AV mind (both AT's) is great against AV's. When you actually want to kill them it is the worst.
    Quote:
    Also, Mind/ doms with very high recharge can hold through the triangles on AV's. Not sure on other primaries, though.
    Yes they can. So can fire. I think all doms with /earth can do it too. But as another poster mentioned, by the time that occurs the outcome of the fight has already been determined and in many team situations, even resolved.

    You have to ask. Does being able to hold through the ptod carry much value? On the surface the answer is yes. What if it takes ~35 seconds to achieve? That yes turns in to a maybe. What if in doing so you will drastically reduce your outgoing damage and you offer little else to the encounter? That maybe starts to turn in to probably not much value.

    Lvl 50 AV's just aren't dangerous enough to a team to require holding through the ptod. Now if a dom could hold through a lvl 53 AV's protection that would be a tremendous asset would likely be worth the reduction in any other contribution they bring to the encounter.

    FWIW a mind dom is generally better off confusing through the ptod than holding. They can do it with much less degradation to their damage. Little is gained by actually holding them compared to confusing them for most cases.
  3. Damage:
    Other than /fiery controllers can be built to do more st and aoe damage

    Killing AV's:
    Not even close, controllers eclipse dominators

    Utility vs AV's:
    mind doms have a nice niche role in a single encounter. Controllers have the buff/debuff that has been enabling teams and themselves to tackle the toughest stuff out there for years.

    Hard Control:
    Dominators. well specifically perma-doms, but there are some controller combos that get close like earth/rad, or ta.

    Agro Management:
    Similar to control, but adds in debuffs and soft control. Pretty even, they both do a great job of keeping a team upright.

    Team Desirability:
    Controllers by a country mile. They have 'enough' agro management for just about anything and they can greatly improve those around them through buff/debuff. I single troller casting freezing rain brings more to team kill speed than most doms when looked at in that specific light.

    My Opinion:
    I like doms a lot. They are my third favorite AT behind corrs and trollers. However, they don't do enough damage. The exception is of course /fiery which does terrific damage. All the other doms I've played feel anemic in this department before and after the revamp.

    Even /nrg post revamp which has received rave reviews and is chalk full of boosted DS attacks is comprised of powers that do between the mid 40's and low 60's DPA. With no way to boost that damage and the likely occurrence of reducing it further with controls they just end up doing really low damage (like ~100 dps low). Even an ice controller (not including pet) can do close to 100 dps as long as their secondary provides some offensive boost.
  4. Quote:
    Originally Posted by Terror1 View Post
    Check the numbers on dom drain psyche kthx.
    Like Tex said, Mind is terrible if you actually want to kill an AV. Mind/psi is a very low damage combo (probably the lowest for doms) redeemed largely by the -regen of DP in this situation.

    I wouldn't be surprised if a damage specc'd mind/rad puts out as much dps as a mind/psi. Pretending of course the dom could actually live for more than a few seconds in the aforementioned scenario.
  5. Quote:
    Originally Posted by Local_Man View Post
    Phantom Army has a 60 second recharge, but there is a 3 second period when the three phantoms are summoned, and three seconds at the end when they blink out one by one. Thus, a lot of folks feel that recharge of 63 seconds is good enough, as you can re-cast just as the third Phantom is disappearing.
    You might want to confirm this on live. My build has them recharging in 59.955 seconds. The third one despawns 0.26 seconds before the power begins activating.

    If you have enough recharge to force the despawn then you just have the 1.13 seconds that it normally takes from despawn to the first one being out.

    63 second recharge will give you a bit over 4 seconds of downtime.

    You require 302% recharge to have perma PA, but they will always have 1.13 seconds of not being active and even longer before they grab agro again as they need to cast an attack and have it hit.. I currently have 1.39 seconds of inactivity. I can tell a tiny difference from when I had 303.6% rech behind them, but in practice it doesn't seem to matter.


    Quote:
    Originally Posted by Enots View Post
    Very impressive.

    Would you mind sharing your build? I tried to squeeze the 155% rech, with softcapped sm/leth, most I could muster was around 125%.
    I'll be posting an ill/cold guide one of these days with a bunch of different builds that I've used. 155% rech (before hasten and slotting) + softcapped is not possible. Pushing s/l above 40% is unwarranted because Arctic Fog will be fixed one of these days.

    Quote:
    Originally Posted by Erin Go Braugh View Post
    I don't sweat the softcapped S/L, since you have the PA and the Phantasm and Decoy. I get my S'L up to about 27% and pop a purple if needed, keeping the emphasis on recharge primarily. I've solo'd the GMs and AVs, including STF Recluse, with the 27% and it works.

    Yeah, I soon realized you should have two or more PA to tank Recluse. 1 PA earned me some debt. But, hey, I was able to pull it off and debt goes away.
    You have no heal on a /cold so getting your def up high is a good idea if you want to do some really crazy things with the toon. That said, I took out just about every AV/GM with like 5% def including no insp/temps lvl 53 versions of the freedom phalanx. It wasn't until I started taking on multiple AV's at the same time that defense became important. It's nice for running x8 content as well as you will pull agro of your own.

    Quote:
    Originally Posted by vampyrus_ddg View Post
    may have to try this on my plant/rad, I've tried her against a few GMs and the results have been good, but without PA to tank AVs are going to be tricky, suspect I've have to play well and get lucky for 0 deaths
    I have little doubt you will clear the wolves map faster than me. I'm not slow at it, but...it took a long time. I'm not sure if plant could kill some of the AV's, just too low st damage. Or it would take forever and a day to kill ones like Seige/Dominatrix/Diabolique.

    Zero deaths wasn't easy. At least not with inspirations shut off too. It took me 3 attempts and while I wasn't desperately wanting hibernate to come up sooner, it did get a fair amount of use on some of the missions where they attack with things I'm not well protected against. The first time Neuron killed me due to stupidity. There was three x8 spawns in the one room and phantasm agro'd the AV and promptly died. I watched it happen and knew he was going to transfer it on to me. PA was currently occupied with the other spawns and he two shot me. I knew I should have fallen back. The second time Malaise killed me as I attacked a member of his spawn that was bordering another and I thought was part of the original. He slept, then held, then killed me while PA dealt with the original spawn. That second one hurt as it was really far in to the arc.
    Quote:
    will also have to try to perma PA on my ill/sonic and see if it can build up enough -res to be able to solo AVs or GMs without any -regen
    AV's yes. GM's no. Tough to tackle the endurance issues though.
    Quote:
    edit: forgot to mention that that plant/rad build runs at 188.5% global recharge, and only has 3 LotGs in it, so without AM (30%) and adding 2 more LotGs (15%) over 170% is acheivable for non rad builds which will only be just off perma hasten (1 or 2 sec down time)
    For clarity when I talk about global rech I exclude hasten/slotting. So just IO bonuses. The build I'm using right now has 135%, so 300.3% in PA w/ slotting and hasten.
  6. You need it at 60 seconds even. A bit faster rech is nice if you hesitate or get stuck in another animation when they start dropping because they will be up before that happens. That way you can always be sure that they have minimal time losing agro.

    When you start taking on really hard targets you learn to cast phantasm at the right time so that his decoy holds agro during the period that PA loses it. You have to time it because Phantasm will rush into melee and die several seconds later. And while his decoy doesn't despawn upon his death it is something that takes a bit of practice. Hopefully it will eventually get sorted out and he will go back to being a ranged pet.

    That said, you don't really need perma PA for much including most AV's. You definitely want them up a lot, but even if you had them at like 65-68 seconds you'll still wreck most of them if you are a decent pilot.
  7. Frosticus

    AV to GM

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    Haha I'm assuming more than one purple set was used? Ah, time to get to farming.
    If you are looking to do it on the cheap then stick with s/l def and the limitations on the enemies that brings with it. There is nothing wrong with that approach and it will still give you a very strong character for the rest of the game.

    If you are looking to be able to take out most AV/GM's without temps/insp then the build has much steeper requirements. The power creep in the game has progressed to the point where it isn't hard to create almost any toon that can take out a handful of AV's they are strong against and rad starts with a major leg up in that department too. It is however, still very demanding to create a toon that can blow through most of the big threats. That build direction isn't for everyone and it can spoil the game for you if you aren't careful because once you've made a toon that can beat just about everything, there isn't much left to aim for.
  8. Frosticus

    AV to GM

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    The problem I'm having is that I can't get enough recharge into the build to get perma AM/Hasten without taking away defense.
    No one said it was supposed to be easy

    edit: I just threw a build together that has 119.9 sec rech on hasten and 40.3% ranged (so ~46% w/ RI) without the pvp IO, so it is certainly possible I'm sure as that isn't technically perma hasten.
  9. Chimera is a pushover at range if you can mitigate his mez, but in melee he is pretty deadly. He does quite a bit of damage and a lot of -def.

    The question is prior to him cutting you down were you outdamaging his regen? If yes than it is a matter of upping your survivability. If no then you have a lot of work ahead of you.
  10. Frosticus

    I love PFF in RV

    Looks like you probably died immediately after the cut off of the screen judging by the damage you had taken and the final attack hitting on the bottom that would have done ~275 on top of the 1085 damage you had taken. Depends how much hp bonuses you have, but deep red otherwise.

    Lots of people in that log though.
  11. Quote:
    Originally Posted by Starjammer View Post
    Nah. It just would've been too resource-intensive to keep up the split markets.
    What about Posi's market predictions and how negative they were? I'm half expecting him to make a doom post about the merger.
  12. Not mentioned but Psi Nado costs quite a bit more endurance than Fireball and a ton more end than Fissure.

    Fissure, in contradiction to the above poster, is actually the best aoe attack that controllers get provided you are comfortable playing up close.

    Why?
    -it has the highest damage over time because it cycles faster than fireball (32 vs 20 sec) and cycles a tiny bit faster than psi nado and does more damage.
    -best damage per endurance by far
    -takes a +rech proc (as does psi nado)
    -provides very good mitigation through knockdown (so does nado via knock up)
    -stuns the heck out of things which stacks with stuns from your primary/secondary depending on powerset choice, or just further sets up containment for you.

    Fissure is a good enough power to base an epic choice on, but it just so happens you get the highest value def shield, dullpain, and an omg st attack.

    Psi Nado is not a good enough power to base an epic choice on, but psi mastery is an amazing set thanks to indom will.
  13. Unless you have enough recharge where you can spam whatever aoe's you have without pause, or you are fighting so few targets that your st attacks will kill them all faster than the total multiplied damage of tremor, then tremor is a decent pick.

    Get two damage procs and the +rech proc in Fault though whether you keep tremor or not.
  14. Quote:
    Originally Posted by Local_Man View Post
    It works, but it is better to put that proc in Phantom Army. The Soulbound Alliegence Chance for Build Up proc has a chance to fire with each attack. In Phantom Army, you have three pets attacking instead of one. Great slotting for PA is four Expediant Reinforcement (leave out the Dam/End and the Resistance Proc) and add the Dam/Rech and Chance for Build Up from Soulbound.
    Truth. In addition to that Phantasm attacks really slowly to the point where it would proc way less and it would get less attacks off while buffed.

    PA on the other hand attack quite quickly as they have a multitude of powers resulting in more chances to fire it and more attacks buffed while active. Plus as Local said x3 pets using it.

    If you spent enough you could probably create an ill/storm that could pull off a faster defeat time of rikti pylons than my ill/cold/ice at 1:52. Which is to say, that is an extreme amount of damage. End consumption would be a nightmare though to build nearly as aggressive as that toon, so maybe not.

    I imagine normal stuff still tries to run away from you even through the taunt of PA? I know spamming taunt on my bots/storm isn't enough to counter all the afraid mag that is on them from the storm powers.
  15. Frosticus

    AV to GM

    Quote:
    Originally Posted by Pyro_Master_NA View Post
    Yep, that was the next thing I was planning. Would it also be a better idea to go for ranged defense over s/l? Looks more expensive, since the epic shield can't help there, but probably worth it, right?
    Yes it is. Push it up as close as you can to 39%. RI will cover the rest against lvl 50's with 85% resistance to debuffs.

    it will let you tackle a much larger scope of AV/GM's than s/l will.

    If you build for ranged def it will let you take a res based epic to further increase your survivability. ie fire for a superior filler attack that is very endurance friendly, or psy for full mez protection and softcapped psy def which will let you tackle those AV's that like to use dominate a bit more easily. Or power for better endurance management if that is something you require.
  16. sounds like some smacking already occurred. If you get my drift.
  17. Frosticus

    Call it

    I think what will happen is people that aren't willing to use the market will continue to complain about the prices of things they want on the market.

    People that use the market will continue to have more inf than they need to outfit their toons with everything short of purps/pvp IO's.

    People that focus on the market will continue to have more INF than the twenty email slots can hold.

    Prices as a whole are just digits, whether they move up or down is all relative.
  18. Quote:
    Originally Posted by TamakiRevolution View Post
    Only 16 pages in day one? :\ Pretty sure the new booster got more then that.

    /Signed for awesome though

    Only going to have to move a lot of toons one step, instead of all the way now.
    In general this is something that most forum posters have been seeking. Compared to the cough demonic booster - I mean mutation booster -. People like to complain more than praise.

    Additionally, even if you are against a merger there isn't much of a leg to stand on. You can either argue based on:
    1. Ignorance of economics
    2. Arbitrary RP of a game system in this one specific scenario while ignoring other RP invalid game systems.

    You won't find a lot of people willing to step up to the plate and be stomped on in either option.
  19. Quote:
    Originally Posted by eternalYouth View Post
    also, i was a frequent reader of EJ (elitistjerks.com) which is a theory crafting website for WoW dedicated entirely to number crunching and game mechanics. is there a similar site for coh, and if not, would there be interest in the community for a site like this (a think-tank of sorts)? i only ask because i'm a real stat hound and really like juggling the possibilities between certain scenarios, and this game seems VASTLY superior to WoW in that regard considering the almost limiteless talent combinations.
    Most of the theory crafting is done on this site. You can generally find a few very knowledgeable people that are willing to talk about potential and min/maxing various combos. It isn't a hugely popular dynamic though as CoX tends to be pretty casual.

    If you browse through the scrapper forum you'll see that group is pretty dedicated to the optimization mindset. They are very welcoming of other melee AT's as well (ie if you want to tweak a brute, they'll happily help). If you are looking to discuss min/maxing of debuffers though, you should generally stick to that AT's forum as debuffs tend to really muddy the waters by adding a lot of complexities.

    To be honest though a lot of optimization and theory crafting around here is done basement lab style where you tweak something as far as you personally can before you release it to the general public for further analysis. It can take a bit to get used to, but at the same time can be pretty satisfying.

    Anyway, have fun on your dark/dark.
  20. Quote:
    Originally Posted by CaptainMoodswing View Post
    Crossing over fully has the advantage of being able to solo the other side's content. Regular (non TF) contacts will not speak to you or offer their missions.
    Ya I know, which pretty clearly indicates that the rogue/vig status is the most useful as it has the least restrictions and the most content accessible.

    They talked about rewards for staying loyal, it makes me wonder what they are to make up for losing access to an entire game world now that all the other negatives of being between states and crossing over fully have been eliminated.

    This is a great change and I applaud War Witch (or whoever pulled the trigger on it). It just seemed like they were using some of the inconveniences to transitioning as actual content during the process. By removing it it sort of seems like they will need to shore up the difference with solid "loyalty" rewards. Which may or may not be in place already.
  21. Quote:
    Originally Posted by Weatherby Goode View Post
    I want Cold for MMs so bad. Can we say "easy-mode"?
    I'd like a cold MM for sure, but MM's already have traps. Traps is way more of an easy-mode than cold.

    If trollers ever get traps then ill/traps (with similar investment to the toon posted here) will do everything this toon does to single targets faster and easier. And it will go through entire spawns much faster and easier (hello waltzing in and toebombing with 100% ease as it doesn't drop your invis and you have taunting pets keeping their attention).

    Just being able to immob AV's all the time will drastically increase the damage of illusion and greatly reduce your risk during the time that PA loses agro during resummoning.

    Not to mention while leveling up having access to both of the ultimate alpha absorbers (PA and seekers).

    I place ill/cold among the top toons in the game when you factor in damage, survivability, and ability to tackle content. Ill/traps would exceed it in almost every way. I ported traps to trollers in my Mids. It is crazy.

    Hopefully MM's do get cold, but I'm more excited about trollers getting traps.
  22. So Posi's super secret plan to fix the markets was to do exactly what we said to do?

    Interesting. If the reason for this change was placing War Witch at the helm then well done!

    is there any real purpose to the in-between states of going rogue now?
    -like we had all that escrow business and limited access to markets and between player transactions that coincided with the various states along the villain to hero path that were adding inconvenience as a restriction to the process.

    So now that a Rogue/Vig has no trading restrictions AND access to both red and blue side worlds is there ANY logical (as in non-rp) reason to stay as a pure vill/hero?

    Not having to drag all my villains through the circle of life from vill to hero and half way back again to have access to a better market and redside is something I'm pretty happy about.
  23. I have a s/l softcapped perma earth/fire. It is pretty beastly.

    The def lets you take on much harder scenarios without much increase in perceived difficulty. It's also nice for solo'ing as you don't have to worry so much about lockdown and can just blast, which usually results in significantly faster defeats.
  24. If you are impressed by a mind dom you should see what other perma doms can do that actually have aoe hard control like stalagmites.
  25. PA "tanks" about as well as my traps powers. They absorb an alpha well (not as frequently as seeker drones though) and pull a bit of aggro onto themselves (seekers, acid mortar and ffgen)

    PA sucks at tanking spawns, they only use single target attacks and as a result only keep 1 or 2 foes on them each. PA is excellent at tanking tiny spawns, but then what controller can't lock down tiny spawns with ease?

    PA is the best controller power against single hard targets, but at the same time Illusion as a whole is weaker than other control sets against large spawns.

    As a control power PA is very good in some situations, ok in others, and barely has any impact in others still. Is that a problem? no, that sounds WAI to me.

    As a damage power hopefully we all understand how PA works. If not, it has a static value that will be healed back after 5 seconds. PA is immune to effects such as player buffs and enemy debuffs, so the only way to impact their performance is through slotting and by debuffing targets. There are some decent synergies found in the secondaries that will improve the damage PA does, but you'd need to present a pretty compelling case that said synergy is stronger than some of the other pet synergies such as shields on stoney and damage buffs on fireimps.

    FWIW, animate stone also taunts with its attacks, so that isn't unique to PA (or decoy). Some sets can push it up to 90% res to most damage types. And while that isn't invulnerable for most applications it is pretty close to the same result.