Little_Whorn

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  1. Quote:
    Originally Posted by Memphis_Bill View Post
    Going to highlight the relevant part. And then sound like a broken record.

    If they do anything, it needs to be *optional.* I don't give a tinker's damn about what a 100 billion, IO'd out, blah blah blah blah blah build - or team of them - can do, other than things like hoping difficulty scales. The overall game should still be reasonably doable at base level on SOs.

    (And yes, I know player ability comes into it, given I can tackle content on SOs and see people complaining about being able to complete the same content on their IO'd builds. Which... er, sure.)

    That said, I *also* want more stuff that "If you go along like you have been, facerolling your way through content, you WILL have problems here." Create more enemies you don't WANT clustered for AOEs - because they'll buff each other to ridiculous extents. Create situations you have to stop and find a way other than "hit all the things" to complete successfully (and we have a few of these, but not many - the "Investigate rikti ship" where you fail if you fight and defeat the patrols before hitting the glowies, for instance.) Or... well, for instance, Max's DA arc. If you do the prep work, it'll be easier. If not, you'll face everything.
    Well, of course it would be optional. It's optional now. Players wouldn't be forced to play +8 anymore than they are forced to play +4 now. In fact, the only reason it would be even gated is to keep newcomers from trying out the higher difficulty levels, failing, getting discouraged, and rage quitting. Otherwise, the whole system is optional.

    And amen on Max's DA arc. Devs are really showing improvement in their arc and enemy designs. I just would like the optional increased difficulty levels in addition so as to keep earlier content still relevant and fun for those who are not challenged by it anymore. Creating improved new content is great and all, but it does nothing to address the mountain of prior content.
  2. Quote:
    Originally Posted by Adeon Hawkwood View Post
    At that point the question becomes whether to use Roots or not? On the one hand it will help keep enemies clustered up but on the other hand it grants them knockback protection which will negate the Knockdown effect in Sleet (which you should have if you're going Ice Mastery). Also, remember that you can double stack Strangler on a boss to hold him even without Domination.
    TrueÂ…that is until permadom. Then, fire roots every time. The damage is respectable and the ability to clump enemies and prevent runners is very useful. Knockdown from sleet becomes completely irrelevant once every enemy is mezzed. Sleet shines in its debuffs. Once you have permadom, I suggest seeds, roots, sleet, and then attacks.
  3. Quote:
    Originally Posted by Sentry4 View Post
    I'm surprised it hasn't been mentioned.

    PvP is the single greatest challenge in the game, where it can require perfect reaction time, knowledge of every power and human psychology. It includes the most difficult math equations and the most practice. It includes keeping cool and not letting your ego be your weakness.

    If someone is interested in something new and challenging, PvP is the answer for that. Plain and simple.



    That being said, I'd have to agree with Nihilii. A lot of people "love" challenges, then quit at the first sign of danger.
    We get a lot of players who like pushing themselves to the limit (Pylon testers) and apparently love challenges, die a couple times and quit PvP indefinitely.

    I suppose I'm not like Werner, in the sense that he doesn't like dying.

    I'm a good player in the harshest environment this game has to offer, and I, as well as every good player in PvP with me, can tell you that it's impossible to get where we are without dying and dying and dying some more until you figure it out.

    It's not a challenge unless you've died for hours on end.



    Lastly, if you want a challenge in PvE, fix critter AI. Melees have it extremely easy. Critters should scatter and use ranged/debuffing while kiting, now that would be a challenge.
    Haha, tell that to scrappers without a taunt aura!

    Good point about PvP. I've tried it a few times and actually enjoyed it a good deal. There were problems though, reasons that I don't really try PvP anymore in pursuit of challenge. First, there's no story arcs or narrative for PvP. CoH's PvE doesn't have Pulitzer Prize writing, but I do still enjoy it. Second, PvP was hilariously imbalanced/broken last I tried it. Anyone who didn't use spirit shark got owned. Maybe it's better now, but tbh I wouldn't know. Third, PvP tends to be a ghost town. Yeah, it CAN be a challenge. If anyone is playing. And they have enough skill not to be a pushover. And I happen to be playing in the same zone at the same time. PvE doesn't have these problems. I suppose I could actively seek out fellow PvPers, although what with CoH definitely not designed around PvP, I'd somewhat feel like I'm playing the wrong game for PvP. *shrug*

    Edit: Just noticed your sig, Sentry4. Looks like my long search for Virtue PvP is over. Hah!
  4. Quote:
    Originally Posted by Werner View Post
    As I recall, there's no additional benefit to fighting anything beyond +5 as far as XP or other rewards while leveling. So I suspect there's nothing to be done with the rewards unless they specifically want to reward it, and I see no reason to. And yeah, I suspect this would be an easy change to make. But at least for now, the number of people thinking "man, I wish I could set the level higher than +4x8" are probably dwarfed by the number of newbies who would go, "Look, you can totally crank this game up! *splat* *splat* *splat* Dude, that's impossible! This game sucks! I quit!" Never get a second chance to make a first impression and all that.

    (Edit: Or maybe not. People can already show up in Atlas with their level 1 characters, set it to +4x8, and get smeared in seconds on the first spawn of their mission, over and over. Either that's not happening, or people are smart enough to realize that you don't just crank the game to the max from the start.)
    It's too bad, but you're probably right. It really doesn't make sense. No one picks up an instrument and plays effortlessly the first time, but it doesn't mean they should quit. However, you're probably right. I wouldn't want to scare away potential CoH newcomers.

    How about this idea? Allow players to unlock the increased difficulty levels as they gain incarnate levels. So essentially, unlock the Lore incarnate level and unlock an "Incarnate difficulty" level available in the difficulty NPC. If the concern is that new players can still see the higher difficulties available (even if they can't select them), make them invisible until unlocked.

    A side effect would be that accessing and changing incarnate difficulty levels is limited to incarnate toons only, so while non-incarnate toons could join these teams, they couldn't set the difficulty up that high. Which is fine. Doesn't really affect anything, but still a side effect worth mentioning.

    What do you think of that? That way, new players don't dive in to +8 and immediately get slaughtered, but veterans can still take their main toons into new and uncharted difficulties.
  5. Quote:
    Originally Posted by Werner View Post
    OK, let the game go up to +10x8. I think I made that suggestion a long time ago. I want difficulty levels that are largely considered impossible even for large teams of uber characters working in perfect synchronization. Heck, let it go up to +53x8. They know the numbers for a first level character fighting a level 54 enemy, so why not just allow it? If you set yourself to +53x8, well, you get what you deserve, which is a 2-second team wipe, but nobody could ever complain about the game settings not going high enough.

    I maybe haven't thought this through, but it sounds good to me on the surface. We can all still feel like we really got better when we got our incarnate levels, as we can either steamroll our previous settings, or turn our settings up. But we can trivially set ourselves to an impossible level of difficulty, so there's always a challenge for any toon, for any team.

    (Edit: Also never going to happen, so only a half-serious suggestion.)
    I sure wish it would happen. Choice vs. no-choice. Even if no team could handle 53+8, maybe some teams could handle 53+4 or +5. Or maybe not. But it wouldn't affect anyone else playing and that team could be free to dial in their difficulty to just the level they want. The reward levels could be addressed to avoid unnecessary powerleveling (if even possible at that difficulty). Ultimately, CoH's difficulty already does this...I'm just advocating for a larger range at the higher levels. I'd be surprised if, given the current system, this would be difficulty to code and implement.

    As an aside, it would also work well in the dev's favor because it would allow them to keep rolling out powerful incarnate abilities without fear of trivializing existing game content due to the cap on difficulty levels.
  6. Quote:
    Originally Posted by Werner View Post
    There was actually a discussion on the Scrapper board recently about where all the bragging had gone, basically. We used to find the RWZ challenge challenging. Then it was AVs. Then, well, nothing really. Not that there wasn't challenge available, but there was nothing really specific to sink your teeth into and conquer. So there's not a whole lot of bragging going on these days over there.
    Agreed. But it's not just crazy scrapper tricks that have become relatively easy. It's team stuff too, like incarnate trials. The only way the devs are creating challenge for high level toons anymore is by pitting us up against boss enemies and auto hit death patches. No difficult enemy groups or tricky rooms to conquer. Always just 1-3 bosses that either create difficulty through auto hit patches or heavy one-shot kill attacks designed to circumvent resistance and defense (ie. tyrant's hammer attack).

    I know there are better ways to flesh out difficulty than that.
  7. Quote:
    Originally Posted by DarkSideLeague View Post
    ...You're saying you can/will be able to farm 54x8 Knives of Vengeance with the same level of mind-numbing boredom I get farming Council Empire at 50x8? (Trick Question - I turn it into a Time Attack so I'm not bored) What build are you using? ...You know, just curious.
    Unfortunately, yes (except as to the mind-numbing subjective part :P). I'm not here to brag or say that my experience is common place or not. But yes, as of now, I find them to be easy enough to solo, let alone tackle with a team. The same goes for BP. I had to strip myself of incarnate levels on the dream doctor arc to create challenge. But in either case, that point is irrelevant because I'm more concerned with the direction the difficulty is going, not where it is at this instant in time. The new buffs to snipes and nukes have me worried that steamrolling will become relatively commonplace and ho-hum, even against the most difficulty enemy groups in the game.
  8. Quote:
    Originally Posted by DarkSideLeague View Post
    ...Then why don't we have more insanity Apex/Tin Mages if their builds are so powerful? Surely their godhood wouldn't crumble to nothing by unslotting their alpha, right?

    ...Right?
    Expecting players to forgo game features (i.e. not using alpha) to create challenge is completely the wrong way to go about difficulty design. That encourages challenge-seekers to ignore content the devs have worked to develop, not embrace it. The devs should provide us with ample challenges for even high level toons/teams, not expect us to create difficulty by tying one proverbial arm behind our backs.
  9. Quote:
    Originally Posted by Grendar View Post
    It's all about the bragging rights. If the game let players run at +10/x24 you know some players would be trying to find builds that let them pull it off, even if it scaled the rewards so you got the same exp and drops as you would from +4/x8. It's the same reason people try to solo GM's and AV's, even though with how long it takes you could have rounded up a few people, killed the monster, and done two more missions. Just bragging rights.
    It's not just about bragging rights. I can only speak for myself, but it's about fun too. For me, I derive fun from the mere accomplishment of defeating a particularly difficult spawn or mission, etc. It's like many things in life. Set a goal and meet it. That's fun. Repeatedly mowing through lvl 54 enemies is just not as much fun because of the increased repetition and lack of concern about survivability. It's the same reason why I don't turn on god mode cheats when playing an FPS or street sweep in Atlas Park with a lvl 50. It's not just about boasting to other people. I think the devs could stand to address difficulty for fun and fun alone.

    Quote:
    Originally Posted by Grendar View Post
    Ultimately, very few fights truly come down to how much raw dps you can put out, it's all about the balance of power - can you survive indefinitely while putting out more damage than they can heal. Anything beyond that is just extra, a faster kill or a smoother damage curve.
    At max difficulty, a DA mission team rolling along at lvl 53 faces enemies only 1 single level above them. That's hilariously easy for a high level pug team, and there's nothing the team can do to increase the challenge posed by normal enemy spawns. Smoking entire +1 spawns in seconds is not a "smoother damage curve". Yeah, we can still exempt, but I like playing with all of my powers. Exempting solely for a challenge feels too much like playing some past regression of my toon. Yeah, we can do itrials, but continuously attacking the same enemy over and over to chip away at their massive hp is not my idea of fun either. I just wish they'd let us add incarnate levels to enemies.
  10. Between nukes, new snipes, and whatnot, I'm somewhat concerned about the future difficulty of the game. At that point, +4 enemies won't be lasting long at all, especially on a team.

    The funny thing is, I absolutely love these changes. Turning useless powers into useful is always A+ in my book. But what about the enemies? This game is already widely regarded as fairly easy at high levels, especially on teams. Any easier, and I'm unsure how much fun the game will sustain for me over any extended period of time. Being a superhero/villain is great and all, but not if taking down hordes of villains/heroes is as difficult as punting kittens or playing ping pong with a blind person.

    Hyperbole aside, what does everyone think? Is the difficulty too easy? Should it change and if so, how?

    Personally, I hope they let us up the difficulty past +4 or something like that. With incarnate levels, we're already maxed out fighting mere +1s in Dark Astoria. I'm all for more difficult factions such as those in Night Ward, but implementing more difficult challenges in this way limits what enemy groups we can sink our teeth into, further relegating old enemy factions to "Council" status (i.e. good for farming, but not any challenge for most).
  11. I'm not too mature to admit I giggle every time MesmerLune says "bonefire" instead of "bonfire". Sounds like a VD.

    "Can't come in today, boss. My bonefire's been flarin' up!"
  12. Quote:
    Originally Posted by Granite Agent View Post
    Meh, so put a target cap if you are that concerned.

    I have this on my 50 incarnate Fire/Rad troller and seriously in my play it has not really made a big difference. Even on the escapee phase of the BAF -- you still get the Lts running right through it. And on trials like BAF or SLAM, ok maybe it helps you a little avoid the alpha from a group around crates or whatever, but with all the immobs being thrown around, the flopping stops almost immediately. And it does basically nothing to the AVs that didn't happen before.

    I seriously have not seen it be game breaking in any way for me. My Fire/Rad doesn't feel significantly overpowered on trials vs. 3 weeks ago -- even on frakking Mag farms. *shrug*
    Isn't it obvious? You're playing with a Fire Controller with ample other means of controlling enemies. Try Bonfire on a blaster on a non-itrial team (where everyone's power is lost in the fracas anyway), which has no other innate means of AoE control. It's like night and day. There's no other way to see it. Anyone with any experience playing blasters or even Masterminds to a much lesser extent realizes the balance-destroying nature of essentially giving those ATs the best AoE hard control power currently in the game.

    Look, I love it. You love it. We all love it. But let's face the music. If we don't think the proc in Bonfire is game-breaking, then we either 1) have absolutely no interest in the values of game balancing or 2) are so personally happy at being able to neutralize +20s that we're trying to convince ourselves its "so totally not broken".
  13. Defense debuffs got you down? Tired of seeing all of your stats in the red?

    Roll a DOMINATOR!

    http://www.youtube.com/watch?v=y5-NW0a2OBc&feature=plcp

    This is my Plant/Psi Dom taking on a few +4/x8 spawns of Incarnate BP. To add to the challenge, I deslotted my Hybrid, Lore, Destiny, and Judgment Incarnate Powers, removing both my ability to use them as well as the incarnate level shifts Lore and Destiny provide. I kept Alpha as I built specifically with it in mind. Somewhat arbitrary, I know, but w/e.

    In the spirit of Werner's DA thread, I also set the mission to no inspirations and no temp powers.

    I hope my video will inspire someone who is tired of chasing the same ol' defense, resists, and healing build goals to instead think outside the box and try a Dominator.
  14. Quote:
    Originally Posted by NewName View Post
    Thank you for your clarification and advice. I do try to do what you've said but I inevitably get my defenses debuffed so I start getting cascading defense failure and there are always bosses that aren't mezzed that end up killing me. I'm not sure if it's from the Guardian's status protection buffs they have or what, but they can't be held and aren't being affected by seeds and bosses start running around like chickens with their heads cut off and are completely spread out and it becomes a mess and I end up dying.

    Of course if I used inspirations it wouldn't be a problem but I've found that my character on it's own simply doesn't have the tools to reliably deal with them. I'll give it another try and attempt to slightly herd the enemies up to ensure constantly getting 10 enemies with drain psyche but I have a feeling this will only exacerbate the cascading defense failure problem and my aoe's will reach their target cap and I'll be left with loose enemies running around smashing me.

    Edit: Here's the build I'm using:

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    Strange. I really don't remember having so much trouble with the Knives. I even remember de-slotting my Lore pets to give myself a bigger challenge. I DO remember those mezz resistant Guardians, but I didn't find my defense debuffed too much because they were the only ones not affected by Seeds. I thought maybe it was your build, but that build looks to be more than sufficient. I do notice that you don't proc your creepers. I HIGHLY suggest it. In my experience, one ACC IO and enough global recharge allows for 5 procs to be slotted in it, considerably upping its damage potential. Maybe that's the difference--I could take out the enemies a bit faster.

    Other than that, I'm surprised. What server do you haunt? If you're ever on Virtue, maybe we could roll together and learn what works from each other.

    Oh, I just remembered how I dealt with those Guardians. I used the Combat Analyzer on them, found that they only have like 12 or so hold protection, and then proceeded in the following manner: 1) Seeds/roots the group. 2) Stack ST hold + Vines (if recharged) on the Guardian until he was held. 3) Periodically keep the hold on the Guardian.

    With that strategy, I had nothing to fear from anyone but the Guardian, and I could almost always survive the few seconds until (s)he was held as well. Of course, I didn't bar myself from inspiration use, but iirc, I didn't find myself using them all that often. I usually only need em against tough single targets unaffected by mezz like AVs, GMs, and the like.
  15. Quote:
    Originally Posted by NewName View Post
    Not really. Your insulting comments make it obvious you don't know what you're talking about though, so I'll explain it to you. The plant/psi dom is extremely squishy and unless I'm able to get 10 enemies every time drain psyche is up, and keep all enemies in a tight enough group to get hit by seeds, I'll get dropped fast. With the way the mobs start to scatter due to my constant repositioning for the seeds cone, plus bosses running around, and various enemies being immobilized it starts to fall apart and if the enemies aren't all dead by the time I need to drain psyche again it becomes impossible.
    My apologies. I neither meant to offend you or be insulting in any way. It was just lighthearted joking. Contrary to what you assert however, I do know it can be done. My main is a plant/psi. So, in an attempt to be helpful rather than insulting, here's how I make it work for me:

    1. Build for some ranged defense. With enough IOs, it's possible to softcap ranged def on top of maintaining permadom. This really helps against the debuffs especially in the large caves that tend to spread out the mobs. If you pick the ice app as well, you can build up some significant s/l def as icing on the cake.

    2. Don't be too proud to herd some of the rooms that give you trouble, again the large cave maps. Use judgment to get everyone's attention, and then use a rock or wall to break line of sight. It helps to clump em in to better leverage creepers, drain psyche, and roots.

    3. If it helps, use spore burst or vines to prevent another spawn from being aggroed. Even if only the lts and minions are slept (although domination usually gets em all), it still drastically lessens the alpha damage and debuffs for a vital few seconds, just enough for drain Psyche to kick in.

    Hope that's useful. Against tightly packed spawns, I still feel that seeds + anything works, but hopefully that'll help against the tough spawns. I know it's expensive but layering defense on top of drain psyche goes a LONG way toward survivability against large spawns.
  16. Wait a minute. You have a plant/psi dom. Just confuse every spawn and you'll never have to worry about their autohit attacks, debuffs, or whatever. I honestly don't know how to not solo 54 mobs on that combo. Seeds of Confusion + "Being awake and mashing your forehead on the keyboard" = Profit. It may or may not be the fastest, but it's that simple.
  17. Hard to give any specific advice without knowing which ATs you're playing with. But speaking generally, try to identify the particular enemies that tend to debuff you the most and attempt to take them out first, either with heavy single target damage or mezzes. A mezzed enemy obviously poses the least amount of risk to you. Even knockback or knockdown may give you the few seconds to take out an enemy debuffer. If you have a pet, let them soak a particularly nasty alpha. If you are straight up melee without any form of crowd control, try to time your destiny buffs with each spawn so that you are strongest when facing their first volleys of attacks.

    Another tip is that Knives of Vengeance have some attacks that are targeted AoE attacks. Thus, once they use them, be vigilant and immediately get out of their area of effect.

    That's all I can think of at the moment.
  18. I actually find the -rech to be more crippling than the -movement or -jump. I like teleporting around on my Stone Tank. In fact, he's the only character I have in which teleport is tolerable due to the -fly debuff (I can't stand the momentary floating after teleport).

    But the -rech is the deal-breaker for me. It almost single-handedly keeps me from establishing any decent attack chain or relying on Earth's Embrace more than once per mission. I don't mind being slow or unable to jump, but when a debuff turns all of my fun powers into "one use per mission" powers, it just sucks the enjoyment out of them.
  19. +1 to giving Fast-snipe to Dominators upon Domination.
  20. Quote:
    Originally Posted by Droid76a View Post
    Sarcasm noted, but taken in a friendly manner. The devil is in the details. The loss of defense is greater than zero, and I'd want to know for my own use, too. Even if the toggle is on/off instantly, what if the defense has a 10 second cooldown? 30second?

    If I'm using an SoD bind with a negative side effect, I want to know how much of an impact that is.
    Sarcasm indeed, but all in good fun. In all seriousness, it's as Pine said. Instantaneous on and instantaneous off.
  21. My dom will like these changes. Higher damage snipe than a blaster and all i need is one yellow inspiration and I have another extremely high DPA attack.
  22. I'm interested in this as well. I can't recall how many times I've toggled on Combat Jumping only to get defeated by a boss. If only I had that ~2.5% more defense half a second faster, I'd totally have won that fight!
  23. Quote:
    Originally Posted by Local_Man View Post
    While I'm kind of considered to be a bit of an expert on Illusion, I have to admit something . . . I don't like "testing." I certainly look at the testing that others do and try to remember the results, but "testing" is not something I especially enjoy doing in a game. My only criteria on whether to play a character, a power or a build is, "Is it fun?"
    Can't argue with that

    I'm not a huge tester either. I'm just gonna get like 3-5 pylon times for each and compare. That was gonna be the extent of my "testing."

    As to Ice vs. Fire, I think I'm gonna roll with Ice. The thematics make enough of a difference to me to warrant it over fire in this case for me.
  24. Here's my current build in case anyone was wondering. I'm thinking of sacrificing the last few percentages of ranged defense to fit in the Pet +def and +resist uniques in an effort to increase the Tarantula's survivability against heavy AoE bosses such as Pylons and GMs. I'm not entirely sure of whether that would help much though. At most, I could only maintain 42% defense on Phanty and the Tarantula if I did that (~26 from Cold Dom/Manuevers, 10 from pet uniques, and 6% minimum from Agility-boosted Barrier). That might be enough... I don't know. I need more influence and respecs!

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  25. I'll be sure to record the results from a few runs once I finish my incarnating (that is a word, right?).

    The reason I tested against tough single target enemies is because that is what Illusion tends to be best at dealing with. While Spectral Damage no doubt technically benefits most by focusing fire on weaker enemies, I'm not really out to play an Illusion controller with the intent of taking out minions or lts. Let's face it--there are far better choices for that.

    Rather, as we all know, the indestructible nature of Phantom Army is the biggest part of what lures me to Illusion and it makes for a great AV/GM solo'er.

    From what I gather from peeking into the massive Rikti Pylon Results thread from time to time is that Illusion/Cold tends to lead the pack in terms of DPS including debuffs. But they all used the Fire APP for Fire Blast whereas I'm rocking Mace Mastery.

    After taking on a few high level AVs, I'm beginning to question Mace Mastery more and more though. Even fully shielded and buffed with Frostworks, the Toxic Tarantula struggles to survive very long against the frequent PBAOE attacks, nullifying a big reason to take Mace Mastery over Ice. Granted, I don't have Barrier or Rebirth yet, which may make a huge difference when combined with the Ice Shields and Frostworks. So I'll wait to respec into Ice until I can properly test Mace with the full gamut of Incarnate powers. But as of now, keeping the Tarantula alive long enough to deal enough dps to make up for the lack of a proper attack chain is a real challenge.

    Once I finish incarnating Dr. Von Freez and give Mace Mastery a proper test, I'll switch on over to Ice to compare. And good point about Ice Armor's appearance making me look like my teammates. I never thought of that, but now that I do, that WOULD be really nice. I feel so naked without any ice on me. <.<