Gearsmith

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  1. You know, this is a really handy thing to have around. Thanks!
  2. [ QUOTE ]
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    On test now:

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    Psionic Dart for DominatorsÂ’ endurance cost was set too high. It has been reduced to its correct value.

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    Score.

    [/ QUOTE ]Massive WOOT!

    Oh, crap. That means it may actually be worth slotting now. Decisions, decisions.

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    Still too high in my opinion =) But that's not scientific, it's just irritation at not flooring enemies fast enough, as usual.
  3. [ QUOTE ]
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    A ringing endorsement if I ever heard one! I'll put on my rose-coloured glasses and read that as "sounds good to me".

    [/ QUOTE ]Well, since my prescription sunglasses are, in fact, rose-colored, that's what I saw when I typed it.

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    The glasses, they do nothing! (Wait, actually...)
  4. [ QUOTE ]

    Could people get behind this wording:

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    Ice Control is lagging in AoE control effectiveness when compared to the other primaries. The primary cause for this is that its three fast recharging AoE controls (Arctic Air, Shiver, and Ice Slick) are not boosted in an appreciable way by Domination. Secondarily, Ice Control's recharge debuffs lost significant effectiveness when they were ported over from Controller sets, thus upsetting the balance of effectiveness between the shared primaries. Finally, the recharge debuffs of these powers are unenhanceable, making it even more difficult for Ice Control to catch up.

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    Very nicely put.
  5. [ QUOTE ]
    Next on the list:

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    Debuffs from control powers should not be reduced in effectiveness compared to the Controller versions, because they are not boosted by Domination. This particularly affects Ice Control, because none of its staple controls (Ice Slick, Shiver, Arctic Air) are appreciably improved by Domination. Affected control powers are all Ice Control powers with their slow debuffs, Smoke and Hot Feet with accuracy and slow debuffs, as well as the holds and immobilizes from Gravity Control with their slows.

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    Agreed: this is the prime reason I decided not to make an Ice Dominator. There's very little opportunity within the primary to stack Magnitudes of effect, and Domination, it seems, does not give the boost to one's effectiveness that it would for other primaries.

    This may be in part due to the nature of the primary, which offers more AOE soft control options (the three named powers above), at the expense of harder control. It's difficult to see how this can be changed without alterations to the set that may irritate established players, or require new powers to be added -- unlikely and a bad precedent to ask for.

    If debuffs were raised to Controller levels, this would indeed be a help for the powers (beyond Ice/) that you've listed.

    As an additional note on Ice/, these three powers also receive less from /Ice's Power Boost, which is unfortunate, since Ice/Ice is a common pairing. (Slick sees no benefit; Shiver is boosted to, I think, max -rech or -slow, which is not far beyond the unboosted Controller version*; Artctic Air's mechanics don't work terribly well with a brief uptick in -slow and % confuse, since its debatable benefits seem more of an 'over time' soft control).

    (*I may be wrong here; I'm terrible about knowledge re/ caps for buffs and debuffs and such.)
  6. [ QUOTE ]
    I'm of two minds about the End cost for /Icy.
    Ice attacks have a recharge debuff, so are buying some control as well as damage with that end. So, it's not unreasonable for Icy attacks to cost more for the same damage.

    I guess the question in my mind is - "does the End premium the Icy is paying match the cost of an equivalent control power". Can a dom with /Icy forgo using some control set usage and use that end for damage instead?


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    I know this issue has now been tabled, but to chime in briefly - In some, laregely non-dangerous situations, /Ice's slows can act as a form of control, but this effect is severely limited and does not eliminate the need for control from the primary. The scenario that immediately came to mind is soloing a three-band of mobs; STH one, Ice-Blast and Ice-Bolt a second to slow the approach to melee, while retreating; STH the third, and then continue blasting the second, while waiting for the STH to recharge again. Essentially, the Slow aspect of Icy Assault serves as a semi-immobilize in this case.

    Bear in mind however that this type of situation is more easily solved through use of AOE control. All in all, I don't think that the Slow and -Rech aspects of /Ice, as useful as they are in adding to impact on a team and general utility, can really count as an additional layer of control.
  7. Good job, Camo =)

    Re/ the earlier poster's objections, sure it can clutter up the screen now and then, but it's nice for Coalition or SG chat, when someone's asking if they can join an ongoing team - I find there's plenty of alts out there, for folks I dont have on global but dont mind teaming with. It cuts way down on the "do we need a mentor/ex for you" business.

    Thanks for the handy reference.
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    Wow, the whole idea is really cool. I am totally amazed.

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    I like how about half of them just make digital doubles of themsleves

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    I just hope no one finds out I'm a robot offline as well.
  9. Hurly, how do you find COH's usual pace? Do you favor one AT over another, to compensate?

    Just curious.
  10. [ QUOTE ]
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    I would happily hand over Positron to you at no cost...

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    Hehe, exactly what I was thinking RE: this

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    I did Synapse's TF this week, and I think we could hand that one over too. The agony, the agony.
  11. I'm not even going to the read the thread first. That comes later.

    All I can say is:

    COOP TASK FORCE!!!!!
  12. [ QUOTE ]
    I have to add that I am still stuck on 9 down.

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    cough, I've got a COLD. It's like my nose is a carrot.

    By the way - I must say I *love* the City Scoop. It's great to see the positive, we-love-the-game community vibe made real. My personal favorite so far is LiquidX's column.
  13. [ QUOTE ]
    The only conceivalbe reason for picking up lv 50 IOs is for one fo two reasons:

    The base values of whatever you're enhancing are giant, and a 1-2% boost from 3 slotting actually make a substantial difference (i.e. Recharge in Tier 9s, hasten, etc.)


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    I would have thought so as well, but the above charts seem to suggest that 3x Recharge IO at 50 only does about 10-seconds faster than the same at 25, even in such a long downtime Tier 9. Of course, if that's worth it to you, go for it -- I guess what I took away from the above was that there isn't such a vast difference between 25/30 IOs and the upper levels (35, 40, 45, 450) that you *have* to get them. (Much as going from DOs to SOs meant that you really did have to make the upgrade).
  14. Very nice and useful guide. It's really great to see, in such an easy format, a simple answer on what to get if you're not doing Sets yet.

    I don't suppose you'd care to do something like this with Sets, eh? =)
  15. [ QUOTE ]

    Sigh. Please, if there is a higher power, don't let me ever turn into that..... Posting in the CoH forums while at work is bad enough...


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    What else is there to do at work?
  16. Nice guide. I happen to like your analysis of the dev philosophy - very cogent.

    One side thought, and only since I've been playing a Stalker lately - since a common means of levlling up a Stalker is to run multiple, fast and non-cleared paper missions (going after the boss and his guards, etc.), and then using the mission completion bonus for levelling experience, as opposed to exp-from-mobs, Stalkers may see less salvage. Though of course, this is balanced by there being some chance of salvage/recipe reward for mission completion....
  17. [ QUOTE ]


    1) You have the default To Hit value (ie no buffs), your target has no Defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

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    Hitting: 80% of the time. Dodging: 20% of the time.

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    2) You have the maximum possible To Hit value, and your target has no defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

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    Hit: 95%. Dodging: 5-10% (I would "like" to avoid more, but if the attacker is maxxed out, and I've got nothing helping, I ought to accept my lumps.)

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    3) You have the default To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

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    Hit: 33% - only landing 1 of 4 feels terrible. Dodging: 85%

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    4) You have the maximum possible To Hit value, and your target has the maximum possible defense value. How often do you WANT to hit him? Conversely, as the defender, how often do you expect to be missed?

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    Hit: 33% - it's less a reasoned position than one stemming from irritation at "whiff-whiff-whiff." One feels very ineffective. Dodging: 90%
  18. I loved this guide but found myself curious about various details: the below numbers are culled from Red Tomax's site, and seem about right given forum discussions, etc.

    Infrigidate is a 25% defence debuff, -70% runspeed. While it recharges before the duration expires, it does NOT stack on itself.

    Dark Blast/Gloom/TT/Life Drain are all -7.5% ToHit
    NightFall is a -10% ToHit debuff.
    Blackstar is a -50% Tohit debuf.

    Snowstorm is a -50% speed and recharge debuff.

    The shields are comparable to FF, at 11.25% DEF base; Arctic Fog is a 15% resist (En, Neg, Fire) with a 3.75% defence bonus to the vairous types.

    Benumb does -50% damage and halves effects produced by, and resists of, the target.
  19. [ QUOTE ]
    As of issue 8, "+ " doesn't work any more (which was mentioned upthread a bit). People are using "+down" instead now.

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    Can you clarify? Looked back over the past few pages and didn't quite understand.

    /bind 1 "+ $$powexecname Jab$$powexecname Punch"

    Would then become:

    /bind 1 "+down $$powexecname Jab$$powexecname Punch" ?

    Would this bind to the down-arrow key, or to the numberpad + key, or .... uh... ? Sigh. Confusion =)

    I'm interested in this to get my FF defender to double-bubble teammates.

    EDIT - Oh, I think I get it now. +down means when the key is pressed down, as opposed to when it's released? I feel this urge to print this entire thread and memorize it.
  20. Since the latest update made Cloak of Fear a semi- Choking Cloud, have there been any workarounds found to make this build viable again? Just curious.
  21. Cuppa,

    Thanks for writing to everyone. I think the team does a very, very good job of being in touch with the players and fanbase, and of being responsive while 1) keeping an impressively complex program running 24/7, and 2) running a company.

    It's a lot worse out there with other games and companies (Dark Age of Camelot, Anarchy Online, Blizzard's offerings), so I'm psyched to have the level of feedback we get. To others who feel there are elements lacking, there's room to agree or discuss - but the feeling here is that both on a comparative basis and on an absolute basis, COH does a fine job of listening, showing it listens, and talking with the players.

    So, thank you.

    cheers,

    Radium Jane.

    Ps. It's nice to have a reminder that you all love the game as much as we do. = )
  22. [ QUOTE ]
    2 things,

    #1. I get Charged Bolt unslotted at 60-70% of Lightning Bolt for damage.

    #2. Question: Is it possible to get perma AM without Hasten using 6 recharge enhancements in it? Just curious.

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    It's definately possible to have permanent A.M. with 6x SO recharge enhancements in the power.

    Using hasten with AM will require only 4x SO enhancements to make it permanent, allowing you to drop in two endurance recovery enhancements into the power, if you wish.

    Though, frankly, who has the slots? ; )


    I think the true number for Charged Bolts vs. Lightning Bolt is closer to 75%, just to add to the confusion. I was online this morning and was getting 15 (CB) vs. 20 (LB) with my rather low defender.

    ***Thank you for the guide!