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Quote:So far, I have Ice/Energy Melee and Ice/Ice Tanks at 50. I do NOT recommend Enegy Melee -- since it was nerfed a while back, it is really pretty poor.I currently have Ice Melee but I'm underwhelmed so far, partly 'cause of the animations switching between frozen fists, shooting ice out of his fingertips and ice swords... what else is a good matchup for IA? Im thinking Battle Axe, but Im open to others
Personally I really like Ice/Ice. Not exactly high damage, but the combo of Ice Patch with Chilling Embrace and Energy Absorbtion, and Frozen Touch as a high damage/Hold makes this Tank into a Tanker/Controller, which is great on teams and a premier aggro gatherer. I run around to gather a little aggro, then just as they all bunch up on me, I hit Ice Patch-Energy Absorbtion-Build Up-Frozen Aura. I tell the team to unleash their AoEs as soon as they see Ice Patch. With the Ice APP, I can stack Ice Holds on bosses.
Fire Melee would be very good with Ice Armor. You get two PB AoE attacks (Combustion and Fire Sword Circle) and a cone attack. Fire has no mitigation, but it is fairly easy to get an Ice Tank to the softcap. Any set with a good amount of AoE will be effective since Ice Armor has the best taunt aura in the game. Titan Weapons will probably be good if you like the set, as it has more AoE than most melee sets (but the slowness bugs me). Electric Melee will be good with its two regular AoEs, a chaining attack and a narrow cone.
Axe is . . . ok. My first tank was an Invul/Axe, and Axe has 100% Lethal Damage. Any foe who highly resists Lethal, and your damage is pitiful. The knockdown in Axe is nice and has a fun feel to it. It has one PB AoE, one wide cone and one of those really narrow cones. Mace probably has a little more AoE, and the Smashing damage in Mace is better in the later game against Robots. -
Quote:People in this forum are used to thinking in terms of IO sets, but I see you didn't mention IO sets. I'm going to assume that you are operating on SOs. My first tank was an Invul/Axe which I leveled up long before IO sets were added to the game.I am terrible at slotting dividing up slots between powers. I would like some advice as far as what powers to keep and how to slot them and which enhancements I should use.
Here is what I have:
The entire Invulnerability set
6 slots for the toggles
2 slots for each auto
Battle Axe
1 slot - invention damage
Be-header
6 slots -
Taunt
3 slot
Build-up
1 slot
Swoop
6 slots
Whirling Axe
6 slots
Pendulum
6 slots
Please let me know what you think.
Your Toggle powers should only have 4 slots in them -- Temp Invuln and Unyielding should have 3 Resist and one Endurance Reduction. Invincibility should have 3 Defense, one EndRdx -- if you have spare slots later, you can add two To Hit Buff. The typed Resistance auto powers (Resist Physical, Energies and Elements) should only have three slots of Resist Damage. (Personally, I would skip Elements unless you have nothing else to take -- The Fighting Pool's Boxing, Tough and Weave are good additions to this build.) Dull Pain should have 5-6 slots of Heal and Recharge. Taunt only needs a Recharge, but can have Taunt Duration added if you have spare slots. On an SO build for Invul/Axe, I would take Unstoppable but only use a Recharge in the default slot.
As for Battle Axe, your standard slotting for the attacks should be 1 Acc, 3 Dam, 1 EndRdx, 1 Rech. Axe really needs all of that. Axe really benefits from IO sets, which can give you higher enhancement of all of those elements of Accuracy, Endurance Reduction and Recharge.
Make sure you have 3 EndMod in Stamina, as Invul/Axe is pretty demanding on Endurance. I would suggest 3 Heal in Health. The Regen helps you recover faster. -
Think of Defense as having two overlapping systems. One system is TYPED. Smash/Lethal almost always go together, then there is Fire/Cold, and Energy/Negative Energy. Psi and Toxic are often harder to find. And there are a small number of attacks that are UNTYPED. Some kinds of armors and IOs focus on typed Defense, like Ice and Energy Armor, Stone and Invulnerability.
The other system is POSITIONAL Defense. Those are Melee, Ranged and Area of Effect (AoE). AoE Defense includes Cones, PB AoE attacks and Targetted AoE Attacks -- any kind of attack that would take either kind of AoE damage enhancement. Types of armor and other IO sets that focus more on Postional defense include Shield and Super Reflexes. There are a very small number of attacks that have no positional componant -- most of these are Psi damage.
The two systems overlap. A sword attack will generally be Lethal type and Melee position. An Arrow will by Lethal type but Ranged position. If you are attacked by a foe with a club, the game will look at your Smashing Defense and your Melee Defense, pick the higher one and calculate your chance of being hit based upon that higher Defense. If you are attacked by Rain of Arrows, the game will look at your Lethal Defense and your AoE Defense and pick the higher. There are a LOT of attacks in the game that have a component of Smashing or Lethal damage, which is why S/L defense is popular.
Most IO sets that have defense will reflect this overlap. Sets that provide S/L Defense will also provide about half that much Melee defense. Sets that provide Ranged Defense will provide half that much Energy/Negative Energy Defense. And AoE defense sets provide half as much Fire/Cold Defense. And the reverse is true for the IO sets that provide higher Typed Defense.
So your Area Defense is positional defense, which is in a different sytem as typed defense. -
Phanty has a kind of a pattern he follows when attacking. He often will cast his decoy at first, and that takes a few seconds. As long as you use your melee debuffs and powers first, before Phanty winds up and fires off his knockback, you should be fine. If you take a while to use them, however, Phanty may frustrate you. Often the best thing to do is let Phanty have his own foe-toy to play with while you work on the others. His Decoy will often keep that foe busy, so you don't have to worry about Time's Juncture on that one foe. You should focus on wiping out the minions nearest to the Phantom Army first.
Phanty's knockback is a lot more of a problem for Illusion/Kin, because Kin has so many melee range siphon powers.
By the way, you may want to take a look at my Illusion/Rad guide (link in my sig) for your Illusion side. Lots of stuff in there about the powers and some strategy suggestions. It is a good idea to understand how Illusory damage works or you will miss out on a lot of damage. Illusion has some unique aspects that are unlike other powersets. -
There are several Controllers with poor synergy between the powersets: In particular, FF can be mostly useless. For example, Elec/FF -- Elec is a melee set with Conductive Aura, and FF has two PB AoE repel-type powers and a single target knockback power. The only benefit of FF to Elec is (a) you can bubble those Gremlins, and (b) Dispersion Bubble gives partial mez protection. Fire/FF has similar issues.
Probably the worst, however, is ICE/FF. Arctic Air conflicts with Force Bubble and Repulsion Field and Force Bolt. Those powers will also knock foes off of Ice Slick, and the AoE Immob's -knockback will create problems for the knockback in FF. The knockdown of Repulsion Bomb will turn the knockdown in Ice Slick into knockback -- which in exactly what you don't want. If you skip all the knockback/repel powers in FF, all you are left with are 4 powers from the entire secondary. This is also one of the lowest damage combos in the game. Yes, you can bubble Jack Frost . . . but he's pretty worthless.
Illusion/Kin has some major synergy issues -- Kinetics wants to be in melee, while Phantasm will knock back foes in melee. The great buffs in Kinetics are useless on Phantom Army. The problem here is that both Illusion and Kinetics are great sets, so even though there are some synergy problems, an Ill/Kin is still a pretty darn good character. -
On my Ice/Storm, I actually have both Arctic Air and Shiver and Snow Storm. I leveled up with Arctic Air and Snow Storm, than added Shiver with my respec after inherent Stamina was added. (I have lots of experience with Shiver from my Ice/Ice Blaster.)
In my opinion, Arctic Air is far superior . . . but it should be slotted for capped Confuse and lots of EndRdx, then the Contagious Confusion proc at level 50. Damage procs are far, far less important. Leveling up, Arctic Air seems to mitigate about 60-75% of the damage done to my melee teammates. Then the Contagiousl Confusion proc seems to make the power a lot more effective.
Leveling up, I used Snow Storm and AA. Now that I have all three, I use Shiver periodically, mostly because I have it. It is probably a little bit more useful than Snow Storm at times, and Snow Storm is more effective at other times.
I feel that my Ice/Storm is best played in melee, but not for taking the alpha strike. My playstyle with my Ice/Storm is to let the melee guys run in, then throw an Ice Slick and/or Freezing Rain underneath them and run in with AA and Steamy running. The Melee guys barely take any damage when I'm in there. I will then throw out Lightning Storm and then I pick foes to take down with Block of Ice, Chilblain (slotted for damage) and Air Sup. I can solo with him as well, but I often let Jack draw the Alpha, and then use my controls, debuffs and attacks.
Hurricane is a very situational power on my Ice/Storm. I have it bound to a button on my mouse so I can quickly toggle it on and off. I mostly use it for positioning and a little bit of debuffing, but it is not uncommon for me to not use it at all on some teams. Still, Hurricane is a great panic button, so there have been lots of times that it has saved my tail. I use it more solo than on teams.
Arctic Air is wonderful. Shiver is . . . OK. -
The medicine pool is mostly for healing between fights, but you can turn Aid Self into a mostly reliable battlefield heal by slotting two Interrupt in it.
I like Glue Arrow on my Ill/TA. Illusion doesn't have an AoE Slow, so so I took it early and it really helped leveling up, and is even great at level 50+. It is a bit unusual, in that the Slow continues to affect foes after they leave the area. Glue Arrow has a small -Recharge, but not enough to keep it with Quicksand. -
Please note -- kind of a personal philosophy about folks making builds who say they are not familiar with Mids or making builds . . . instead of making a build for you, I prefer to make recommendations, explain my reasons, and then let you learn a little bit more about making builds.
Entangling Arrow: Since you have Stone Cages, how often are you going to use this? Maybe to stack Immob on an AV, but that's pretty much it. The reason to slot the Enfeebled Op set is to get S/L defense, which you aren't doing any more (and I agree with that choice). So how about reducing this to a single Acc, and using those slots somewhere else?
Stone Cages: Again, not much use for the Enfeebled Op set. At level 50, if you can afford it, try the purple Gravitational Anchor set. The Chance for Hold proc is great, turning a plain Immob into a frequent Hold power. The proc lets you use the Immob far more often. Leveling up, look at the Trap of the Hunter set with the damage proc.
Do you need Maneuvers if you aren't going for Defense? Some people like it, but I don't like the endurance drain. Granted, it is a place to put a LotG Recharge, but you could also use Hover.
Glue Arrow is another power choice that is a bit superfluous. Quicksand is alread an AoE Slow, and it has a massive Defense Debuff. How often will you use Glue Arrow?
If you choose to drop those two powers . . . you could add the Medicine Pool for Aid Other (for Rocky) and Aid Self (for you). I find that I really like having the Medicine Pool on a few characters who otherwise don't have a self heal . . . especially in certain incarnate trials that have pulsing damage hits.
You might have a free slot to add more damage to Rocky. He really becomes a main source of damage and tanking.
Fire Blast: Why not the Decimation set for more Recharge? -
A couple of quick points:
Earth's secondary effect is Defense Debuff, and it has a lot of it. Quicksand alone has 25%, and many of the other powers have 20%. As a result, slotting Accuracy in Earth Control is less important than other sets other than powers that do an alpha strike, and there's really only a few of those (Stalagmites, Stone Cages, Fossilize). So I wouln't bother with a Kismet +6% Acc proc. I also don't think Tactics is needed at all on an Earth Controller. Your Defense Debuff should help everyone hit plenty.
Recharge is certainly important . . . but less important with Earth Controllers because they have so many control options. Use one AoE control, and you will usually have two more available for the next group. So you might want to consider sacrificing some Recharge to optimize your slotting for some of the powers.
In Fossilize, I think the Apocalypse Dam/Rech is wasted. Changing that to a common Damage increases the Recharge by 0.14 seconds (which is almost nothing) and increases your damage by 2 (which is also almost nothing), but you save about 300 mil. Personally, I would replace the Dam/Mez with an Acc/Dam, as Fossilize is often a first-strike power. I think more Accuracy is more important than the additional mez.
I'm not a fan of Flash Arrow, and I would rather have Super Speed with a Stealth IO to give me full invisibility. Some people like Flash Arrow and you did slot it for a nice Recharge buff. If you can afford it, I would rather move those slots into Poison Gas Arrow for the Fortunata purple set, which is pretty cheap and gives nice bonuses including 10% Recharge.
Acid Arrow does pretty poor damage, so I wouldn't bother slotting it for Damage. You can get more damage by slotting it up for Recharge and some damage procs. Personally I would rather have the Achilles Heel proc in Acid Arrow rather than Oil Slick. You can use Acid much, much more often.
I would try to put a little bit of extra Damage in Oil Slick. I think capping out the damage will give you about 70 extra points of damage all the time.
In Health, a Numina's Heal will actually give you more Regen than the Regen Tissue proc, because the buff to Health combined with the Regen from 2 Numinas are more than the amount of the Regen Tissue proc.
EM Pulse Arrow really doesn't need the two Lockdowns and you could use those slots in other places.
Volcanic Gasses is a great place for procs due to the unusual way that the pseudopets in the power work. If you can, put the Unbreakable Constraint Chance for Smashing in it. If you can fit it in, the Lockdown proc is good hear since VG works by stacking mag. If you don't want to add any slots, replace the Hold/End with the damage proc.
I understand why you chose the Earth APP, but Earth/TA is entirely a ranged build. Earth APP is melee if you want to use Fissure and Seismic Smash. Staying at range helps protect you, so I would consider changing to either the Ice APP or possibly the Mace PPP if you want to keep the Defensive shields. There is no need to go into melee with Earth/TA. -
Quote:Mostly it is a result of history of the game. Much of the Blueside content was written long before CoV and a lot of the changes in the game. Game design in the early game didn't include EBs. Many missions were designed to only be for teams, and AVs showed up only in Team-focused missions. By the time CoV came along, there were a lot of changes in the game and the Developers learned a lot of lessons how to make better missions when the Redside missions were written. The newer Blueside content also incorporates those lessons and thus the newer content is generally better.My point still remains though; if you level a hero using solely (or mostly) quests, you're likely to see 1-3 EBs throughout your entire journey up to 50. If you level a villain using quests, you're likely to see somewhere on the order of 1-3 EBs per mission arc, which basically amounts to something like 30-50 EBs (or downgraded Heros/AVs).
I would really like someone to answer why there's that kind of disparity between the 2 levelling tracks. If the difference were 1-2 EBs for the whole journey, I'd chalk it up to just bookkeeping, but facing 50 EBs vs facing 1 EB doesn't strike me as very valid game design, especially when you consider that villains don't get any "advantages" per say vs heroes that I can discern.
However, there are several reasons you get a lot more people Blueside. Some people play a Super Hero game to be heroic, and they just don't like playing villains. Some people don't like the depressing look and content Redside. Some people like the larger amount of content Blueside. And some people play Blueside because it is easier to find people blueside.
The later content -
Quote:On my Stone/Fire, I used Kin Combats and a few other sets to get to the S/L defense cap in Rock armor. This lets me stay out of Granite most of the time, so I don't suffer the -Recharge and -Damage effects of Granite. Anytime he starts to take significant damage, I pop into Granite. However, most of the time, I can stay out of Granite.im new to stone so i dident know there was a -rech and ya i planed to stay in granite armor so i had no intention of getting any of the other shields beyond what was needed. a few well placed lotg: globals + hasten should fis any problems with the -rech from granite should it not? theres also incarnate stuff to be factored in aswell.
also yes i noticed mids isent updated yet :P. was late when i posted this so it sliped my mind.
I'm also running a Stone/Titan tank, Just hit level 25 tonight, so it will be a while before I'm ready for an end-game build. I prefer to wait on the decisions until I know how the sets perform. I suspect that I will want to also build for S/L defense cap like my Stone/Fire. -
I love Hibernate and have it on a bunch of my Controllers. Set out your pets and then turtle up in a block of ice while Twoey, Lightning Storm, Tornado and Creepers all do their things. Hibernate gives you a way to recover both health and endurance in complete safety.
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Quote:Check for powers with no Recharge slotted, and you should see some Recharge buff. Your powers that are already fully slotted for Recharge will only see a significant increase from the tier 3 and 4. That's where the Alpha slot will exceed ED caps.I have this nagging feeling I'll feel foolish when I see the answer, but...
I've currently got Dreamshine slotted with Spiritual Total Core Revamp. When I go look at combat attributes, I can't see anything very obviously identifiable as coming from it in the list of recharge inputs. What should I be looking for?
The recharge bonus will NOT show up as Global Recharge. -
Quote:It is far easier to make the perma-PA build now than when I first made it. The key is . . . Hero merits. An Ill/Rad can zip through Tip Missions amazingly fast, and the Who Will Die missions are pretty easy, too. You can get those expensive LotG Recharge and the Baz Gaze easily with Hero Merits, and then you can sell expensive ones (Level 20 Miracle procs, LotG Recharge, or Kinetic Combat) to get all the other IOs you need.Oh, I've been going over it, and putting suggestions into practice as budget allows.
Even better is learning how to play the market. I did it to get one of my characters up to 2 bil (most of which I have since spent). Personally I enjoy doing missions more than marketeering, but there no question that you can earn a lot fairly quickly by playing the market. -
I can suggest a few tweaks:
First, I'm not sure why you are avoiding the Acc/Dam Hami-Os when you have a full set of Apokalypse. The Acc/Dam Hami-Os aren't all that expensive.
Spectral Wounds: Consider droping a slot from SW to move into RI. If you drop the Dam/Rech, you only lose 0.12 second of Recharge (not enough to make a difference) and about 3 points of Damage. That extra slot will get you another 5% Recharge (see below).
Blind: One thing you can do is use the Baz Gaze quad instead of the triple to get some more accuracy. You currently have 54.52 damage in Blind according to Mids. My suggested slotting of an Acc/Dam Hami-O and a common Damage would increase that to 65.34. Even if you don't want to use the Hami-O, you could even put in an Acc/Dam from Devastation and a Ghost Widow Chance for Psi proc for average damage of 64.82, but that won't be consistent.
Deceive: I use the Conf/End rather than the pure Confuse. It helps a bit with endurance when I'm trying to stack Deceive on AVs. You lose 2 seconds duration from 74 to 72 seconds. Not a big difference, though.
Rad Infection: ToHit Debuff is far more important than Defense debuff. Use that extra slot from Spectral Wounds to add a 4th slot, and slot 4 Dark Watcher for an extra 5% Recharge.
Phantom Army: Change that pure Damage from the Soulbound set to the Dam/Rech. It will make a big difference on your Recharge for PA.
Recall Friend: Consider trying to get a Zephyr -knockback here, as Recharge does very little for this power. That way, you can actually slot Resistance in the APP shield. Also, I would take Spectral Terror at 26.
Spectral Terror: Since you slotted an Apocalypse set, you can change this to Glympse of the Abyss for better overall enhancement.
Those changes will increase your Recharge to about 57 seconds. -
You might want to take a look at my Ill/Rad guide for some suggestions on how to increase that Recharge. It also has a lot of strategy suggestions and I even have a discusion on options for the Alpha Slot.
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There is no "absolute" answer -- it depends on what your character needs. Recharge is the most important to get PA and other powers up as soon as possible. Spiritual is the first choice unless you already have enough Recharge, but Agility is worth considering. After that, I'd probably look at Cardiac.
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Quote:Anyone heard of issues trying to slot Celerity +Stealth into Super Speed?
I have my PvP scrapper that I was slotting last night and it will not allow me to drop in the Celerity +Stealth in the slot. There are no other Stealth's slotted into the power. My other PvP toon it slotted just fine.
I use Celerity Stealth in Super Speed for many of my characters, and never had that problem. -
Quote:Personally, I like Super Speed on my Stormies. Super Speed + Steamy Mist = Full invisibility. Plus SS is great for quick positioning. With SS, I can run around groups of foes with Hurricane on, gathering them up into tighter groups. It is easy and quick to adjust to movement changes. Super Speed lets me run in fast and invisible to get in just the right position to fire off Seeds or Lightning Storm.Well leveling her has been slow but steady (c'mon what's up with having to craft commons and uncommons and a rare you won't use to get a damn t4? Been busy Incarnating my Stalker and I hate this t4 stuff!).
And wow the combo is a monster at 30. Ok not omg damage yet, but I've been having too much fun with hurricane - and because kins are plentiful on Virtue, often I'm playing like a high-recharge non-end worries build.
But someone ingame with a lot of Storm experience advised me to go for Hover (I got CJ) because it can give you greater control for herdicaning since you have vertical mobility, I'm considering that.
Also, Snow Storm... I'm really not sold on that power, doesn't seem to help me even when I decide to eat the alpha (which I usually do even on a Blaster), unlike Darkest Night on my corr. I like slow powers like Shiver but unless you say AVs are really affected by the -rech, I don't see much use for it on a Plant/Storm build since it eats a ton of end.
As for Snow Storm, I like to keep it, but it is definitely a situational power. I use it tons on an ITF, where other forms of control are mostly worthless. It is great on a Katie Hannon TF to knock all of those bloody witches out of the air. I often throw it on AVs and other tough targets . . . mostly to affect the lower level foes in the area with its Slow and -Regen. It only has a fairly small effect on AV itself, but has a big effect on the other foes in the area. -
Quote:<sigh> Did you actually read what I said rather than create your own fabrication of what I said? Once again, your "points" are misrepresentations. I guess you made your Straw Man and you are going to stick to it, by Deity!Your position is no longer convenient for you? Its your purgative to flip-flop and contradict yourself as often as you feel necessary. The good thing is that you can always come back. I won't judge you.
Your own words failed to meet your intended message? Sounds like a personal problem to me. You chose your words, you get to own them. Again your problem, not my problem.
I think its safe to say we can easily dismiss any false assumptions that a defensive build:- Is Cost prohibitive (uber expensive builds)
- Forces the choice of Defense vs <other desirable bonus>
- Forces poor power selection (less capable)
- Forces poor power slotting (less capable)
- Is motivated by a desire to play in an aberrant fashion
- <any other baseless assumption>
- <any other flawed rationale>
All that work and you STILL missed the boat.
All I have ever said is that making a Defensive build involves trade-offs, and with Controllers, there are other options. Controllers can be very effective without building for Defense by building to maximize control, buffs/debuffs and other powers. Defense is an option, not a necessity. I have never said Defense is wrong or flawed or anything else. Those are all your fabrications.
OK, 'nuff said on this subject before I fall into the trap which you have by making it into personal attacks. This has been a bad enough threadjack. -
Quote:Well, well, somebody got a little snippy. And bordering on being insulting. I was addressing an opinion by stating my own opinion. Nothing in my post (which wasn't even directed at you) was mocking, unlike your response. If you disagree, that's fine but I see no reason to turn this into a group of insults.@planet J
Warning: The following post is filled with facetious comments. No straw men were hurt in the production of this post.
Local Myth: You won't learn how to play the character properly if you pursue a soft capped defense build.
A defense build does not preclude you from learning to play the character as you level up. Most builds perusing defense aren't complete until the 40+ levels; others don't reach fruition until 50.
Local Myth: A defense build requires poor power selection at the expense of utility powers.
If you pick your powers based on what IO Bonuses they make available its easy to get in this trap. The recommended approach is to pick powers you want and design from there. This approach allows you start with utility as a priority; tradeoffs can be made from there.
Regardless most sets have one or two “throw away” powers that are widely considered to offer less utility than alternative options.
Local Myth: The Fighting pool is required to achieve a soft-capped build.
The Fighting pool is not required to achieve soft-cap to S/L. One recommended approach for avoiding the Fighting pool is to take Hover and Combat Jumping. Stealth also offers some defense and brings desired utility to Controller combinations that don't offer any native stealth. Be aware that the defense suppress when in combat. Another option is Maneuvers from the Leadership Pool. This selection brings additional utility to both the solo and team player.
If your build needs a place to put the +Def IO, you can always wait until later levels to slot this particular IO in your Resistance Shield.
There are several options. Notice none require the selection of the Fighting Pool.
I cannot speak to Ranged defense builds, its not my personal preference to peruse Ranged defense. Oedipus Tex is one I consider more adept at that strategy.
Local Myth: Soft-capped Defense builds sacrifice Recharge.
A quick glance at the Set Bonus Finder in Mid's tells me otherwise. There are plenty of sets that offer both Recharge and Defense. The challenge is capitalize on sets that offer both.
There are some excellent builds posted on the forums (and some very crappy ones) that achieve high levels of recharge as well as the defense soft-cap.
Local Myth:Cox Teaming requires Tankers.
Oh no! Someone needs to tell the “All <pick an AT> Teams” they are doing it wrong.
I think its clear that CoX has done a great job at moving away from the “Tank and Spank” or the “Holy Trinity” of MMOs model.
Lets look at something:
A Tanker/Brute manages aggro by Taunting and generating Threat which draws the enemies attention away from teammates in order to protect them.
A Controller manages aggro by Mezzing and Debuffing enemies in order to teammates. A Controller can also Buff their teammates in order to protect them.
Amazing. Both perform the same function yet achieve it through different means. Does this mean Controllers and Tankers are always interchangeable? Not always, however its not unreasonable to expect a controller to manage aggro. If given a specific scenario where the “aggro monkey” cannot keep aggro off the team I damn well expect the controllers to step it up.
Local Myth: Pursuing Defense means you want to grab aggro
Local Myth: Pursuing Defense means you will be infected with “Scrapperlock”
I wont even address these two on how ridiculous your straw man arguments/silly assumptions are. Your two points have nothing to do with defensive build. You go as far as creating fictional motives as to why someone would want defense on top of associating fictional negative behavior with it. Nice try.
Local Myth: IOs use for the pursuit of Defense is unlawful according to Local Man law.
“You people are doing it wrong!” Its a compelling argument considering the same “IO tricks” can be used for bonus in recharge, recovery, etc. Which are “authorized” by you as “appropriate” use.
Local Myth: IOs remove the "challenge"
Breaking news. Some people enjoy the metagame of build design. For these folks it is the challenge. If you dont want to use them in such a fashion then don't. We are sorry we don't play the game like you want us to. No. Really we are!
Local Myth: Recommending a defensive build means= non defense build no good.
I don't see anywhere in Laev's post where its suggested that a non defense build is wrong. Considering the OPs desire to solo 65% of the time, interest in Defense, and selection of Primary/Secondary its a great recommendation and can be achieved with great ease. Considering your tenacity to misinterpret things it doesn't surprise me one bit that you manage to misconstrue Laev's comments.
This by far is the most laughable of all:
“I reject your reality and substitute it with mine” That's what your statement sums up to be. I bet you even expect your post to be taken seriously.
Have you done your “Due Diligence” in this particular area or is it a strategy that you have been unable to make it work for you?
Its a rhetorical question. Regardless of your answer, it reveals your ignorance on the matter. Even worse you offer conjecture without properly investigating the matter and try to pass it on as fact.
I really don't care if folks have opinions on this topic. What really bugs me is when poppycock and conjecture is offered up as an “authoritative” information, especially when your only retorts are thinly veiled straw man arguments.
I think I'll address you as "Conjecture man" or "Straw man" from now on. I'll even let you pick which one, they both suit you.
Expecting some false confidence from the naysayers I offer up my Plant/Storm/Ice as an example:
and my Fire/Cold/Stone:
Both builds play well ,both solo and on teams. Please take notice they debunk the myth that it will cost billions to achieve soft-capping or that defense and recharge are mutually exclusive and impossible to achieve.
To the "cup is full" crowd: I don't care if I have influenced our ignorant veterans on the forums, as long as newer players get a chance to look at the facts and make their own assessment on what best suits them.
The problem I have with your response is (a) you took statements out of context of the post as a whole, (b) you mischaracterized what I said, and (c) you clearly misunderstood the tone and intention of my post. I try pretty hard to be even and fair in my recommendations. Most of the time, I explain things in terms of what I would do rather than what anyone else should do and I try to recognize when there are different opinions. I find it pretty frustrating when somebody distorts my statements.
Some folks seem to think that a character without Defense if down right bad. Leviathin's post made it appear that building for Defense was ALWAYS the best option. Mental Maden and I both assert that you can have a great character without building for Defense, and that there are trade-offs for building for Defense. We acknowledge that Defense is an option, but not a necessity. (Compare that to, say, an Ice Tank, where building for Defense is pretty essential.)
Your first "quote" from me took only a part of a sentence, which did not explain the entire point. In fact, the entire paragraph makes a general point that it is a good idea for a player to learn how to play his character without defense first, so he gets a good idea about the various powers in the set and options on other powers before making the choices and sacrifices needed for a defensive build. My statement was intended to let potential players know that there are options other than just building for Defense. Then your first "Local Myth" mischaracterized what I said in such a way that you attributed to me a statement with which I disagree. I would consider what you posted to be a prime example of a "straw man argument."
There is no single "proper" way to play a character. Some playstyles are more effective solo while others are more effective on some teams, and others are more effective on other kinds of teams. Controllers were originally designed to operate effectively without Defense (with a few exceptions). That original design has been modified quite a bit by IO sets.
Then your "explanation" actually supported my original point . . . that the player should learn to play the character without Defense first rather than expecting (and focusing) on Defense as the player levels up . . . because you won't get that high defense until the 40's or at 50. I'm suggesting to hold off on making the decision on whether to build for Defense until you have enough experience with the character to know if you need it.
Your second "Local Myth" again mischaracterizes what I said. I never said that a defensive build requires poor power selection. I said that there were trade-offs, which is clearly true. A defensive build may not be able to fit in Recall Friend, or Superspeed with a Stealth IO for invisibility, or the medicine pool. If a Mind/Time builds for Defense, he will most likely skip Telekinesis, which I would agree is skippable . . . except that some people actually LIKE the power. But a player who expects to build for Defense from the beginning may know that he won't have room for the power so he may never try it. I see a lot of people skip confuse powers due to a lot of differing opinions, and a Defensive build may find Confuse skippable when I (and many others) consider Confuse to be one of the better powers in the Mind set. On the other hand, some people try out Confuse and don't like it. My point goes back to that first entire paragraph . . . try out the character and the various powers without Defense before making the committment to a Defensive build . . . you may find that you don't need a defensive build.
Mischaracterized "Local Myth" #3: Where did I say the Fighting Pool was necessary? I said "If I take the Fighting Pool . . . " as an example of how there are trade-offs. While it is pretty common for Defensive build to take the Fighting Pool, it is certainly not necessary for some builds, like a */Time.
Mischaracterized "Local Myth" #4: This one is pretty obvious -- I said that you have to give up Recharge OR SOME OTHER BENEFIT. You conveniently left that last part out. Sure, there are sets that can get good Recharge and Defense, but that means that there are fewer slots for slotting other powers or for slotting procs or something else. I have seen some Ill/Rad builds with Perma-PA and capped Defense . . . but all of those builds gave up other stuff that I don't feel is worth giving up. Most of the time, an IO build needs to focus on one aspect -- it is hard (but not impossible) to build for two without gimping the build.
Mischaracterized "Local Myth" #5: I never said that all teams need tanks. I said that a tank's job is to take aggro . . . do you dispute that statement?? I do feel that Tanks are usually a benefit to a team, but I have been on plenty of teams with no tank or a really bad, worthless tank that handled missions fine. One easy example? Mental Maden used to run "All Controller" TFs most weekends.
Mischaracterized "Local Myth" #5 and #6: Basic Logic -- "If A then B" does not equal "A is true." While it is true that SOME PEOPLE with Defensive builds have boasted about how they can tank, I never said Defensive build always do anything. I'm sure many people with Defensive builds play their characters quite well and control effectively -- I would assume that someone who has put that much effort into a great build actually CAN play the character well. I won't address how completely wrong your mischaracterizations of what I said were.
Mischaracterized "Local Myth" #7: This statement is pretty offensive to me because I have NEVER suggested that my way is the only way. I have always tried to show that there are varying opinions, and I often point out that others disagree with me. I often acknowledge the valid positions of others and different opinions. In fact, if you read my entire post, the point of it is to say that Defense is a valid choice, but not the only choice. See the last sentence.
Mischaracterized "Local Myth" #8: Uh, where did I say anything in my post about "challenge?" Can you point it out to me?? My statement was intended to suggest that IOs can be used to build a character that is far more powerful than intended in the original game design, and that a player might want to learn how to play the character based upon that original design before making the choices for an end-game build. To suggest that I don't understand how people like to use IO builds as a part of the game is pretty ignorant of my history of posting in this forum.
On the last statement that you ridiculed, I probably should have said "I don't accept the argument that you can get plenty of Defense AND be well slotted for Recharge or some other benefit." But then, I did say it earlier in the post, and only because you quoted one sentence out of context does it merit correction.
Before you accuse someone else of being a "straw man," maybe you should pull the bale of straw out of your own eye? I find it rather ironic that that you are calling ME a "straw man" when your arguments fit the definition quite well:
Quote:A straw man is a component of an argument and is an informal fallacy based on misrepresentation of an opponent's position, twisting his words or by means of [false] assumptions. To "attack a straw man" is to create the illusion of having refuted a proposition by replacing it with a superficially similar yet unequivalent proposition (the "straw man"), and refuting it, without ever having actually refuted the original position. Generally, the straw man is a highly exaggerated or over-simplified version of the opponent's original statement, which has been distorted to the point of absurdity. This exaggerated or distorted statement is thus easily argued against, but is a misrepresentation of the opponent's actual statement. -
Maybe you don't realize this . . . but there have always been sucky movies. It's just that the bad ones don't get remembered and replayed in later years. (Well, the really, REALLY bad ones do, as jokes.)
I'm a bit older than you, and I can remember lots and lots of bad movies from a long time ago (60's and 70's). Bad cheesy westerns. Bad cheesy sci-fi. Bad cheesy horror. Even bad beach movies, bad "romance," bad thrillers. Bad movies is not just a modern problem.
Part of the problem is that movies are such a mish-mash of talent and effort and artisic vision, it takes an extraordinary congruence of factors to make a good movie: Good writing, good direction, good acting, good editing, and a good producer to put them all together. Studios who finance films pressure filmmakers to make sure that a film is profitable by reducing risks. Sometimes you have a director or producer who has such great leadership or vision that that one person can drive the entire production. But even those people can have a stinker every now and then. (Example: Spielburg.) Sometimes someone can have one or two good films, and then everyone assumes that his other work will be just as good (M. Night Shamalama-dingdong.)
Great artistic movies often don't make a lot of money. And how many attempts at an "artistic" movie are made until a really good one comes along? Whereas, Transformers 4 is pretty much a sure thing to make lots of money because people enjoy seeing giant robots, lots of explosions and a few hot chicks -- i.e. a typical Michael Bay movie.
But back in the day, you had Hammer Films with cheesy horror. You had a ton of formulaic beach movies. In my college days, there were a ton of cheap Barbarian Sword and Sorcery movies. How many people remember "Yor, Warrior of the Future?" I actually saw that one in the theater with a group of friends who liked to see bad movies and make fun of them. One guy in our group would yell "Mamma" every time the lead character's name was said on screen. I saw "The Visitor" with an all-star cast (and a few friends of mine as extras), which was the worst movie I have paid money to see in a theater.
Then again, I saw films in the early 80's like "Ordinary People," a great drama about a family torn apart by divorce with Mary Tyler Moore in a very dramatic role. And I just saw "The Muppets" the other night . . . what a wonderful film with lots of great humor!
Every era has had its good movies and bad movies. -
Quote:SI actually has better invisibility that Arctic Fog, even than Arctic Fog with a stealth IO or Super Speed added. It goes farther over the stealth cap, so some foes with +perception will still not see you until you get pretty close. So Arctic Fog is clearly not superior invisibility. SI also offers 4.5% Defense (compared to 3.75% for the Fog), but half of SI's defense will suppress when you attack.Superior Invis does not work with Arctic Fog, and Arctic Fog is far Superior. You can use Group Invis for some extra stealth and defense however.
However, the Fog does offer a PB AoE aura to let you share Defense and some Resistance to Fire, Cold and Energy with others near you, and the Defense does not suppress. So it really depends on what you consider to be "superior." Arguably, SI is better for solo.
Quote:Since you don't use Snow Storm then get a different power, how about frost work?
Quote:Slotting that extra LotG enhancement in your Ice Shields only gives 2% more :/ Imo not worth it.
Quote:I personally dislike Flash. It's just not really worth it in my humble opinion. But you might like it.
Quote:I have a lot of experience with Ill/Cold and it is almost undoubtedly my most favorite character. I went mace mastery, it suites my preferences better.
Quote:Sleet doesn't need accuracy. It only needs one tick of damage to apply the debuff, that's more than any accuracy enhancement could do (-30% base is a lot)
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Quote:My Ill/TA is NOT a perma-PA build. He's on a secondary server and I just didn't want to invest the time and expense of purpling out a character I don't play all that often. I could sacrifice a few utility powers to get more places for Recharge sets, and invest in the purple damage sets, but I'd rather do that on some other characters. He does have the purple Confuse and Sleep sets because those were fairly cheap.Thanks all! Hey Local Man, I'd love to see your build on the Illusion/Trick Arrow combo. I'd sure appreciate it. I have zero experience with TA and your build from mids would give me a great starting point. Many thanks! I think I might give this one a go. =)
I'm kind of fond of his name: I wanted a character name that combined Illusion and Trick Arrow. Illusion can be a form of entertainment . . . TA is done with Bow and Arrow . . . Bow & Entertainer . . . so the name "Beau Jester" came to me. For those of you who aren't familiar with classics, "Beau Geste" is a famous book and movie about three brothers who joined the French Foreign Legion. So "Beau Jester" was an entertainer of the troops for the French Foreign Legion, using his trick arrow act to create illusions and magic tricks. Because they are tricks, that explains his Tech origin. He was made long before a Jester costume was available in the game, but proudly wore that costume as soon as it became available.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Beau Jester: Level 50 Technology Controller
Primary Power Set: Illusion Control
Secondary Power Set: Trick Arrow
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Power Pool: Leaping
Ancillary Pool: Fire Mastery
Hero Profile:
Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), HO:Nucle(17), Dmg-I(27)
Level 1: Entangling Arrow -- Acc-I(A)
Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(17), HO:Nucle(34)
Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(11), CoPers-Conf/EndRdx(29), CoPers-Conf%(34)
Level 6: Glue Arrow -- RechRdx-I(A), RechRdx-I(48), ImpSwft-Dam%(50)
Level 8: Superior Invisibility -- LkGmblr-Def/EndRdx(A), RedFtn-Def/EndRdx(9), RedFtn-EndRdx/Rchg(11), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(46)
Level 10: Ice Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Poison Gas Arrow -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(37), FtnHyp-Acc/Rchg(40), FtnHyp-Sleep/EndRdx(40), FtnHyp-Plct%(40)
Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(19), ExRmnt-Acc/Dmg/Rchg(19), ExRmnt-EndRdx/Dmg/Rchg(21), S'bndAl-Dmg/Rchg(21), S'bndAl-Build%(23)
Level 20: Acid Arrow -- HO:Lyso(A), Achilles-ResDeb%(23), LdyGrey-DefDeb/Rchg(25), LdyGrey-DefDeb/Rchg/EndRdx(25), LdyGrey-%Dam(50), Posi-Dam%(50)
Level 22: Hover -- LkGmblr-Def/EndRdx(A)
Level 24: Aid Other -- Heal-I(A)
Level 26: Spectral Terror -- Acc-I(A)
Level 28: Disruption Arrow -- RechRdx-I(A), RechRdx-I(29)
Level 30: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal(31), Numna-Heal/Rchg(46)
Level 32: Phantasm -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), HO:Nucle(48)
Level 35: Oil Slick Arrow -- HO:Nucle(A), HO:Nucle(36), RechRdx-I(36), RechRdx-I(36), LdyGrey-%Dam(37), Dmg-I(37)
Level 38: EMP Arrow -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39)
Level 41: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43)
Level 44: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dam%(45), Posi-Acc/Dmg/EndRdx(46)
Level 47: Rise of the Phoenix -- RechRdx-I(A)
Level 49: Combat Jumping -- LkGmblr-Def(A)
Level 50: Spiritual Core Paragon
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Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(27), Mrcl-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(15), EndMod-I(15)
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
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The build already has 5 sets with 6.25% Recharge, so the Unspeakable Terror was used. Glympse can't be added unless one of those 6.25% Recharge sets can be traded out.