Icelock

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  1. Icelock

    Icy rain info.

    Afaik the def debuffs aren't autohit, they're applied once the target is hit, thus making later hits and debuffs more likely
  2. That's because occasionally Scrapyarders (and possibly others) escape through the vans. Sometimes they don't disappear though, only the graphics are gone, so you get invisible enemies that won't fight back, but your pets can attack them.
  3. afaik, the disorient effect (and any other mez effect) checks every "tick" while it lasts, so if you drop a disorient-preventing toggle and any type of dirsorient is currently on that character, it will be disoriented at the next "tick". So it doesn't really matter if the toggledrop is before or after the disorient.

    Of course, I could be wrong about this, but that's how I understand it and some limited observations seems to agree with this.

    I think the controller versions are as effective in dropping toggles as defender powers.
  4. Maneuvers just adds 2.5% defense to your total defense, it doesn't boost every individual defense power (or it would be useless for builds without any defense-based powers)
  5. Aye, was good fun. And quick too, took just over three hours.
  6. While what you say about snipes is more or less true, damage over time is not much of an issue, since they aren't really meant for use mid-combat. As you say pulling can be done with any ranged power, but snipe is safer with its extra range. And the higher damage is good, it's always nice to open up a fight with one opponent half-dead, if not more.

    A little trick for sniping mid-combat in 1-vs-1: Pick up Air Superiority, the time the enemy spends on his back is just enough to get a snipe off.
  7. Sign me up for this, just have to check if Icelock needs a respec.
  8. I'd pick Ice primary, Ice Slick allows you plenty of safe blapping and blapping also meshes well with Glacier, since it's a PBAoE Hold.

    Fire should work pretty well as well, Hot Feet for extra PBAoE damage, Cinders is PBAoE Hold and Smoke for extra safety (Tho I'm not sure how good the -ACC is).

    Mind has lots of control, AoE sleep works well with single target blapping and last a good while.

    Gravity again lots of control, especially when you get the pet, but nothing that looks to work better for blapping than ranged damage.

    Plant, Spirit Tree might make this a good candidate now that the regen gets boosted (or maybe it already has been).
  9. The pointer is red on items in your own base too, at least it is for me. So that's nothing to worry about.
  10. Afaik, the Corruptor secondaries work at 75% of defender efficiency.

    edit: too late...
  11. Icelock

    Pet AI

    [ QUOTE ]
    I think Ninja's are a little melee and a little ranged - but i'm probably wrong.

    Re: pathing, I've had that problem too - it makes sense now you mention it. On follow they just need to follow the path YOU took, so can navigate complex areas - when attacking they just have a straight line to the target, without any references. Thats when real pathfinding code would be needed, which as you summise they may be lacking.

    [/ QUOTE ]

    The pathing problem is a bit weirder than that. I've seen instances where I send my zombies to attack a target and they just pace back and forth over a small area. Then I'll go stand directly next to my target, click follow and they immediately come to me, no pathing problem whatsoever (not necessarily taking the same way I did to my spot either, so they're not following my path)
  12. There is no hero counterpart to the Mastermind, MM is the most unique of the CoV ATs. MMs have whole new primaries, and some new secondaries, as well as some some Defender primaries as secondaries.

    MM solo well, grouping can be troublesome with melee types as the pets can get in their way.
  13. I don't think so, but as soon as you touch any of them with it, they're all over you (and the range is further than the graphics)
  14. They are somewhere between blasters and defenders. They blast better than Defenders, but not as good as Blasters. Their secondarys are a bit weaker than corresponding Defender primary (in those cases there are corresponding powersets)

    The figure I saw during beta was that Corruptors do 75% of Blaster damage (Defenders do 60% damage), and their defensive powers work at 75% of Defender efficiency.
  15. But Team Teleport is an excellent attack power for melee pets. Teleport your entire complement of zombies into a group and they will unleash hell (teleport a /kin corruptor with you and unleash even more hell )
  16. Icelock

    Reflexes

    The active defenses are about 3 times as effective than the passive defenses, so you are missing out on a lot of defense by only using passives. But if you feel you get by fine with only passives, then by all means play him that way, it certainly frees up more room for attacks and more end to attack with.