Laevateinn

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  1. Other than shields, the other big damage powerset is fiery aura. Fiery embrace adds roughly 45% of base damage to all your attacks, it has a damage aura and Burn does pretty ridiculous damage. Pair with the conveniently thematic Blaze APP for fireball and chose a primary with a good PBAoE and preferrably no redraw to abuse Fiery Embrace, and you're set.
  2. Agree on slotting for S/L/E/N. There is now too much pure energy damage in the game at 50 to survive off S/L alone.

    Quote:
    Originally Posted by DoctorWhat View Post
    Most attacks have an S/L component. Most fire attacks have smashing, most ice lethal and a lot of energy and negitive energy attacks have smashing. That said there are a lot of energy and negative energy attacks that are pure typed.
    Usually, but not always. All Fire Blast attacks (and the NPC clones of those powers) only check fire defense, even the ones that do smashing damage, such as fireball. Fire melee is a more mixed bunch.
  3. Pyrebird: 1,566
    Razorgirl: 578
    Hailforce: 576
    Warpshadow: 551
    Swordsmistress: 493
    Turbogirl: 452
    Ysariel: 355
    Lady Divine: 282
    Witch-Girl: 102

    Total: 4,955
  4. Quote:
    Originally Posted by Heavenly Perverse View Post
    ...
    It's not that you should neglect recharge to cap defense, but the option to get both permahasten and softcapped defense exists, and that is far more powerful than having only one or the other.

    You did get one thing right though - your opinion isn't much.
  5. Quote:
    Originally Posted by Local_Man View Post
    Many of the posts in this forum only discuss characters who have been Min-Maxed with the extremely expensive IO sets, PvP sets, and all Tier 4 Incarnates. Many of the posts act as if the only way to make a decent controller is to make a "tankmage" with capped defense.
    You're confusing objective performance with subjective preference. Things like decent, viable, playable, fun, good, etc. are subjective and vary from player to player. What can be objectively said is whether certain characters perform better than others. Whether or not players chose to make use of that information is up to them, but in a thread titled "Best */Time or Time/*" I expect to have a discussion about the latter and not the former.
  6. Quote:
    Originally Posted by Local_Man View Post
    Compare that to a Fire/Rad, who can provide decent control with Flashfire+Fire Cages (but it won't control bosses) or Cinders (will control bosses if combined with Char), but those controls won't be up every group.
    In my experience, cycling flashfire and cinders is enough to handle the things that can be handled by controller AoE mezzes. It takes an extremely fast group - significantly less than 20 seconds from spawn to spawn - to regularly run a well-built fire controller out of controls, so the advantage of Earth here is only really significant when you have to fight multiple spawns at once e.g. ambushes. That said, I would change my opinion on earth if it could be shown to reliably control bosses. My position holds on all other low-damage control sets (Ice, Mind and Grav) until I see evidence that says otherwise.

    Quote:
    (You did not specifically say that, but I think that's a reasonable interpretation of your comments.)
    Please stop making up rubbish on the spot and falsely attributing it to me (which several other posters have done now).
  7. Quote:
    Will I still be able to perform in the trials, high end TFs, etc without having to resort to buying large amounts of wakies?
    Depends on skill. Some people are not able to perform in trials, high end TFs etc. even with lots of IOs.
  8. Quote:
    Originally Posted by Blue_Fenix View Post
    What's your strategy for using and slotting these kinds of powers?
    Respec out of them and use Judgment instead.
  9. Quote:
    Originally Posted by Local_Man View Post
    On a team that already has high damage, especially lots of ranged AoE damage, that ability to provide large amounts of control and debuff is far, far more important that if I was on a controller who focused more on damage and less on control.
    Yes, but that's only one situation. You may also be playing on a team of low-damage ATs who survive just fine but need help killing things. Your team may be fighting AVs or mez immune enemies where mezzes are useless but a little extra damage might help. You might even be soloing, blasphemy of blasphemies. That's why powersets that offer adequate damage and adequate control are better than those that specialize too heavily in one or the other. They can function well in a wider range of situations and that's more valuable than a slight advantage in one specific case.

    There's a lot that I find wrong with your posts, like how you fail to consider that controller aoe mezzes usually only mez Lts and minions, which die within seconds on aoe heavy teams anyway, so the advantage of control heavy sets is debatable. You seem to measure control ability only based on aoe mez power and disregard other more subtle advantages, e.g. illusion's ability to handle a wide range of mez-proof enemies. You fall into the classic trap of comparing fire and mind based on counting the number of AoE control powers. But most of all, I don't get the obsession with support. Controllers are great force multiplers, sure, but properly built, they can be powerful fighters in their own right. A character who's both is always going to be better than one who's only one or the other.

    Jack of all trades, master of none - but better than a master of one!
  10. Pre-IOs, Cold is harder to solo alone because it doesn't get tohit debuffs (instead it gets ally +Def shields). It's not like Rad, where you toggle on radiation infection and immediately enter safemode.

    Rad is less dependent on recharge. AM and lingering radiation can both be made permanent with relatively little recharge and AM itself gives you recharge. Cold really needs high rech to minimize downtimes on benumb, heatloss and sleet.

    So on that basis I'd recommend rad over cold.

    They're both very capable sets and either combination will do fine.
  11. Shout surprisingly has roughly the same DPA as both scream and shriek (they are all in the range of 31-33 DPA, IIRC). Even on my high recharge build with heavily procced out attacks, just spamming scream/shriek did slightly less damage than having shout in the chain.

    That said I skipped shout anyways because mezzing myself for 3 seconds everytime I attack is too much in modern CoH where you have to move around a lot to dodge unresistable attacks.
  12. Quote:
    Originally Posted by Local_Man View Post
    ...
    The reality of the game is, with the right primary you can make builds that support just as well as any support controller, control a little bit less and do a ton more damage, all at the same time. Damage doesn't come at the sacrifice of the controller's ability to be a force multiplier. The high-damage sets of fire, plant and illusion all offer remarkably good control and nothing stops a controller from mezzing, buffing and debuffing while they attack.

    This game has never rewarded crippling overspecialization. Builds that combine good damage/buffdebuff/controls will always be better than low-damage sidekicks.
  13. Don't use it at all. I make one build that does everything and plays effectively at all levels.

    Two of my characters have really old exemplar builds designed to maintain set bonuses down to level 17, but they've fallen into disuse (as in the builds still have non-inherent fitness).

    Might consider making PvP/exemplar builds for everyone when I have the time.
  14. That build isn't S/L softcapped because half of the defense from Stealth suppresses when attacked. I would take CJ instead which also makes you more maneuverable. I can't find a way to softcap S/L/R without losing rech, though.

    It's still pretty impressive that you got this close on a Blaster, which does not get good mods for Tough/Weave/APP shield.
  15. Scorp shield isn't necessarily the best, since you also have the option of taking a resistance APP and capping ranged defense instead.

    Having played both range softcapped squishies and S/L/E softcapped squishies, and having gone from one to the other on the same character, my experience is range softcap is far tougher:

    1) You play at range so you get hit by less damaging attacks
    2) You have resistance to back up your defense
    3) You do not run into kryptonite enemies so often. e.g. if you are a corr with scorp shield on the ITF, you will solo all the Cimeroran spawns easily but the Nictus on the second mission will kill you. If you're fighting Carnies you can solo screenfuls of Lts and minions but the Ring Mistresses will kill you because their attacks are all neg/psi. This wild seesawing of survivability between spawns, and even between enemies in the same spawn, means you have to carefully watch what you fight.

    Range softcapped squishies generally don't face this issue except against large pure Warworks spawns, since BCU and ACU have mostly AoE attacks.

    Scorp shield is better if you have a character that needs to fight in melee since in this case ranged defense is impractical.
  16. The thing is, it's not a damage bonus. It's 2x base damage that is affected by +Dmg buffs which is far more useful than any accuracy or ToHit bonus will ever be.

    Controllers are really a 1.100 ranged damage mod AT vs. any enemy that does not have mez protection. (Blasters are 1.125.)
  17. I don't like EATs because they're too closely tied to the game's lore, which I find lame and unappealing. To me the appeal of CoX is that it allows me to portray a wide range of characters from different genres, so concept, backstory and costumes are extremely important to me. I don't want to be forced to use ugly costume parts/forms or have a background that draws too much from the game's poorly-written lore. I could try to portray Widows and human-only Kheldians as something else, but the lack of power customization is still a deal breaker.

    I don't like powersets that aren't near the top of their category. I don't see any reason to play energy or rad blast for as long as fire and archery exist; the questionable value of KB and the tiny advantage of -def don't hold a candle to overwhelming single-target and AoE damage. I don't see any reason to play a Blaster when scrappers deal comparable damage and are 10 times tougher. The more powerful a character is, the more fun I find it to play so it's important that any character I make be at the very top end of what can be achieved by players.

    More broadly, I don't like characters that aren't powerful. My definition of 'powerful' is being able to dominate the majority of situations and content, being highly self-sufficient and needing minimal support from the team, and having high performance in a wide number of areas (ST damage, AoE damage, buff/debuffs, survivability, controls). An example of a character I find worth playing is a fire/dark corr. It's a strong debuffer, but it's also extremely tough with powerful layered defenses of massive -ToHit and -Dmg, exotic resists, a strong heal and IO defense. On top of that, it does good single-target and AoE damage in an exotic damage type. Such characters are very unlikely to be disadvantaged because if you take away one of their strengths they have others to fall back on.

    I don't waste my time on characters that suffer heavily in a certain type of environment (e.g. Masterminds on speedruns), or are only really capable at a few roles (e.g. tauntbot tanks, "support" controllers/defenders). I enjoy my characters and concepts and I want to be able to play as much of the game's content with them as possible, whether grouped or solo, regardless of the team makeup and the ability of my teammates.

    All of the above means that I don't find any appeal in the overwhelming majority of characters. In 3 years of CoX, I've created and kept just 8 characters, with two more currently being evaluated. And that's perfectly fine with me since I dislike making one throwaway alt after another most of all.
  18. Re: 3), I prefer to rearrange teams while inside the trial map because any closed league loading into a trial gets teams scrambled, and any open league loading into a trial gets scrambled too if at least 1 player joins from the LFG queue.
  19. Quote:
    Originally Posted by Snow Globe View Post
    So what would you do to make this trial more fun for you?
    Nothing. It's fun.
  20. Quote:
    Originally Posted by War-Nugget View Post
    Only travel power pools may take the T3 without T1 or T2 power in issue 21.
    Are you sure? I'm disappointed.

    That'll teach me to say things without testing them first.
  21. The usual powerhouse sets. You know, Fire, Plant and Ill. Two of which do good damage, and one which controls the things other controllers can't.

    I don't see the point of Earth since there's no point going overboard with controls in general. So much stuff out there is mez resistant, trial IDF spawn extremely boss-heavy and trial AVs are either completely immune or extremely reistant to controls. The true power of the controller is not as a "support" AT or a mezbot, but that it's a character that can be designed to have good damage, good control, good debuff and good survivability all at once - i.e. a tankmage.
  22. With i21 you will be able to take Aid Self without needing Aid Other. So I would delay your respec (or plan another) until i21, drop Aid Other and take Grant Cover in its place.

    Otherwise it looks fine. Your build is tougher than mine at the cost of some rech.
  23. Quote:
    Originally Posted by Amy_Amp View Post
    In the level 50 game a number of powers and sets get downplayed. They lean towards support sets and really towards MMs. All the more so on speed teams, but then that's kind of the point. You do what is minimally needed and then move on. Rad is one of the bigger losers in the end game stuff, but I have no real issue with Ill outside of it being virtually ignored in the prisoner escapee phase in BAF. I have yet had anybody complain about Phant. If PA aggros an extra mob, then it has a strong enough taunt aura to lock things onto it and I have controls to handle "oh crap moments" via Flash and EM Pulse.
    Debuffs are actually very useful on speed teams, since they make it easier to spike hard targets (AVs etc.), and Rad is actually in a better position than most on really fast-moving teams because EF recharges a lot faster than most -Res powers. My cold corr sometimes runs into a problem where even with high recharge, by the time sleet has recharged the team is already halfway eating through the next spawn.

    The real downside of rad vs. other debuff sets is that since its -Res power is not pseudopet based, it does not stack and for Controllers it is weaker (e.g. Controller EF = -22.5 res, Controller sleet = -30 res).
  24. There are 2 problems with this fight - 1) the healing nictus, which heals more for every player or player ally (pets etc.) in a large radius of itself, and 2) the autohit nictus which uses uses a roughly 400 damage autohit PBAoE attack constantly.

    When you approach Romulus and his spawn initially the healing nictus is the one on your left (east) side and the autohit nictus is the one in the back.

    1) can be solved by having a melee kite the healing nictus away, by sniping it at range, by unsumonning weak pets, by using -Special debuffs e.g. Benumb from cold domination, or by having enough debuff/damage to power through its heals.

    2) is solved by making everyone carry orange inpirations and eating them, by having +res buffs, by making a melee kite it away to prevent it wiping the team or by having players skilled enough to recognize the FX of the autohit attack and not stand inside it.

    The Cimeroran ambushes and Rom himself are comparatively easy and can be handled even by underlevelled teams.
  25. Laevateinn

    Feeling lost

    Quote:
    Originally Posted by Madadh View Post
    That you have a highly optimized build and a great concept and back-story doesn't prove that highly optimized builds lead to better concepts, it proves you're more creative than most and care about both aspects.
    I'm not more creative or intelligent than average. If I have good concepts, it's because minmaxing concerns forced me off the beaten path and made me consider unusual and novel ideas. If my ideas are interesting at all it's because I trained my imagination by making it work, hard, rather than caving in everytime it made a demand. Otherwise I would have the usual stableful of Inv/SS tanks, Mind/emp controllers and Fire/fire blasters. Completely thematic, lame and boring. (I actually do have the last two, holdovers from before I started playing FotM builds exclusively - more evidence that minmaxing improves concepts.)

    If you choose to invest in good concepts, powergaming not only doesn't get in the way, it can actually help because it points you in a direction so different from the obvious one as far as concepts go.

    And minmaxing isn't doing "exactly what everyone else has discovered works". Minmaxing is just minimizing disadvantages, maximizing advantages, and that takes experience, objectivity, and good judgment to weigh relative pros and cons (especially where they can't be easily quantified). Some powersets/ATs are demonstrably better than most, but there's still lots of room for creativity. The evidence lies in the fact that no two high-end builds are identical.