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Yes, you can but it takes a pretty devoted and expensive build. Rad's AM adds 30% Recharge, so you have to make up that 30% with set bonuses. That generally means several Purple sets. However, with the new Incarnate boosts, the Incarnate Spiritual Boost adds 33% Recharge, with some of it over the ED cap. It isn't as simple as adding 33% to the Global Recharge, as the Boost buffs each power, but it still makes it easier.
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Defense is a fickle thing in this game. A little bit is mostly worthless. The more you get, the more valuable it becomes. There are several guides that discuss this -- I think Arcanaville has a very detailed one. The closer you get to the softcap, the more each point of defense adds. If you really want to build up defense, your best choice would be to start with the Ice or Earth APP shield, and then add powers that add general defense or IO sets that add Smash/Lethal Defense. Another way is to focus directly on Ranged Defense . . . but you need to go all out for it.
But you really shouldn't need Defense if you play cautiously. Phantom Army should be drawing the aggro. Even if you don't have perma-PA, you should be able to use Spectral Terror to control foes when PA disappear. If a foe aggroes on you, Deceive or Blind will stop him -- I like Deceive because usually the foe will go back to group up with his buddies. I have virtually no defense on my Ill/Rad or my Ill/TA, and I solo with them all the time -- they rarely faceplant due to my playstyle. My Ill/Storm and Ill/Cold do have the Ice Shield from the Ice APP set, but I haven't really added all that much additional Defense on top. (My Ill/Cold mainly has it so he can match the Ice Armor of everyone else on the team.) Illusion/Storm has so many good powers that I find it difficult to justify taking 3 powers for a small amount of Defense, especially when you don't have Defense stacked up very far.
It is really a matter of Cost/Benefit. Is that small amount of Defense worth 3 power picks and the slots? I don't think so.
The "Rule of 5" is a limit on how many sets you can have with the same bonus. The short version is that you can have up to 5 IO sets with the same bonus, but any more than 5 won't provide any benefit. Note however, that individual IOs with a bonus are counted separately. You can have up to 5 Luck of the Gambler + 7.5%Recharge IOs, and up to 5 sets with 7.5% Recharge.
Your current build has 8 sets with 6.25% Recharge. You only get the benefit of 5 of those and the other 3 are wasted. Decimation, Expediant Reinforcement, Malaise Illusions, Stupify all have the same bonus. This is why I suggested trying to get the purple Confuse set (with a 10% Recharge bonus) and changing to Flash for Thunderclap (Baz Gaze has a 7.5% Recharge bonus for 4). If you want to keep Thunderclap, the purple Absolute Amazement set also has 10% Recharge -- but skip the proc as it is currently bugged and does nothing.
Yes, the "proc" I referred to is the Contagious Confusion proc from the Coercive Persuasion set. It is wonderful in Deceive, as it turns the single-target confuse into an occasional multi-target confuse. I am really cheap with my builds, but the purple Confuse set is worth it.
By the way, Freezing Rain actually only lasts 15 seconds. The Debuff lasts 30 seconds (but there are some bugs that affect this).
As for Hurricane, I don't have it on very often -- only when needed to push foes "outta my face" or if I am "herdicaning." I have a multi-button mouse, and have Hurricane binded (or is that "bound"?) to a button on the mouse for easy turn-on, turn-off.
Yeah, the Baz Gaze sets are expensive, but you only need 4 rather than 5. Plus, you can get the most expensive IOs with Hero Merits. -
I have a few habits after 6 years, too. Like others, I arrange my Insp tray, but with Left to Right columns with Red, Yellow, Green, Purple, and an Awaken with a Break free to the Right. I eat Oranges as soon as I get them.
I don't use respecs except for Freespecs. I earn the other Respecs and hoard them. I don't use my Vetspecs. My oldest characters have all three earned Respecs, all the Vetspecs and usually don't use the Freespec until a short time before a new one comes out. I think the only time I have ever used a Vetspec was on a character I was about to delete so that I could either pull out some enhancements I wanted to save or cash in the enhancements for Influence.
And when I do a Freespec, I usually plan out the character pretty carefully. That way, I don't have to use a Respec to fix it. The wonderful folks at CoHTitan came out with Titan Sentinel, making respecs easier.
I still get lost in cave maps.
I set up all my characters with a standard set of binds and a standard layout of my power icons, making it easier to change toons. Thank goodness for the old CityBinder program.
I take my hero characters who hit 50 to Atlas to do the final level up. (I still wish there was some kind of ceremony, as a cut scene or a special mission or something.) -
Opinions on builds are pretty subjective. I have a few on this build, but some of it may be due to a different playstyle. In general, I tend to slot my Controllers to benefit the team, with some ability to solo when I can't find one. Also, I do not have access to Mids at the moment, so this is based just upon looking at the posted build.
You have a several powers and a lot of slotting devoted to Defense. I don't see the need for much defense on an Illusion/Storm controller. You have Phantom Army to draw the aggro. You have AoE control options of Spectral Terror's fear, stun in Thunderclap (minions only), Knockdown in Freezing Rain, Hold in Flash (if you take it), knockback and stun in Tornado, knockback in Gale and several other powers. Most important, you have the huge ToHit Debuff in Hurricane for any foes who come into melee. (I haven't slotted any of my 4 level 50 Illusion controllers for Defense.) Do you really need to devote three power choices to get Weave? A small amounto fo Defense provides very little benefit -- it only becomes significant if you are able t stack up a lot. Your highest Defense number is under 10%, which provides minimal benefit. Combat Jumping will hold a Luck of the Gambler Recharge, give you a small amount of Defense (mostly meaningless), provide Immob protection (important) and use a lot less endurance. It seems to me that you have two choices -- either go all out for Defense by going with a defense-based shield and then stacking up defense, or abandon Defense and rely upon your controls by mostly focusing on Recharge. I prefer the Recharge, as personal Defense does not help your team.
Blind: Lockdown has some nice Defense bonuses if you are stacking enough of the same kind of defense, but you are not. I suggest 4 Baz Gaze (for Recharge) and add some additional Acc and a lot of Damage. (At level 50, I go with an Acc/Dam Hami-O and a common Damage IO.)
Deceive: The first purples you should consider getting is the Confuse set with the proc. It is comparably cheap and the proc adds a huge benefit to Deceive. Plus, it saves a 6.25% Recharge slot (under the "Rule of 5") for another power.
Snow Storm: I slot it with 2 EndRdx and that's it.
Steamy Mist: I slot it for Resist rather than Defense, but that's a matter of taste. The resist values are higher because it only covers three types. Many melee-type characters have high Smash/Lethal Resists, but skimp on the types of Resistance offered by Steamy Mist, so it really helps them. One of the Resist sets has a nice Recovery bonus (Impervium Armor?).
You have Steamy Mist, Superior Invis and Group Invis. Why do you need a Stealth IO in Fly? Leveling up my Ill/Storm, I actually skipped both SI and GI and used Steamy Mist + Super Speed for full invisibility. But then, I like Super Speed with Storm for fast battlefield maneuvering and "herdicaning." I suppose you may be using the stealth in Fly with Steamy for your invis, and using SI and GI only as set mules. However, GI + Steamy will be far better. Just take GI earlier.
Freezing Rain: I don't bother slotting FR for Defense Debuff since the debuff in the Rain is already enough and the accuracy that most people have is already over the 95% cap. It needs Recharge, and maybe an Achilles Heal proc.
Phantom Army: At level 50, replace the Dam/End and the common Recharge with a Soulbound Dam/Rech and the Chance for Build Up.
Spectral Terror: As Numeros kind of suggested, you are over the "Rule of 5" on 6.25% Recharge -- you have 8 in the current build. You could change this to Unspeakable Terror for 5% Recharge.
Thunderclap: Its usefulness is limited because it only stuns minions. Flash is much slower to recharge, but it can hold Lieutenants. Plus it takes Baz Gaz for 7.5% Recharge, and not Stupify for another one of your too many 6.25% sets.
Aid Other/Aid Self: A reasonable choice for a Stormie, which has no self-heal. (I have O2-Boost, but I'm more team-focused.) However, you might be able to skip these two by taking Hibernate. Do you already have those two sets of Panacea? Those cost a heck of a lot. Not worth the price in my opinion. I don't recall the set bonus for Panacea, but you can get 5% Recharge from Doctored Wounds.
Phantasm: The Resist proc doesn't do much unless you have a bunch of Resistance to stack. I like that proc on my Earth and Grav controllers, but not for Phanty. It does nothing for PA. Not worth a slot. Use 4 Expediant Reinforcement, and then maybe an Acc/Dam Hami-O in the 5th slot.
You have passed up APP powers for a couple of mules. You can get more use out of the APP powers. Most importantly, you need a single target blast for your attack chain to get good damage. (Take a look at my Illusion/Rad guide for the explanation of why.) Ice Blast is a good one -- I have it on my Ill/Storm and Ill/Cold. If you want a place for a Luck of the Gambler, take Ice Armor (Or Earth, or Psi's Indomidible Will, but I prefer Ice APP.) Hibernate may eliminate your need for Aid Self, and it only needs a Recharge in the default slot, saving you two power picks and a lot of slots. -
Quote:Just because an author has produced something, does not make it "public domain" unless the author chooses to make it "public domain." The copyright laws recognize that copyright attaches the moment a work has been created. If the author (or rights-holder, since the copyright can be sold) chooses to make the work available to the public in one way or another, then purchasers of the work are legally limited to the uses extended to them by the author. Copyright law allows works to go into the public domain, but only long after the author is gone (or in the event of a corporate author, after a very long time).A while ago, we had the discussion of legality about using P2P programs like bittorrent. Some us view it as acceptable, others don't, and some others view only certain aspects of it acceptable. Based on that argument, I thought how long do you think needs to be waited before various media becomes acceptable for obtaining a free electronic copy of it. There is the obvious stipulation that there is no income to be made from the media and it is only for personal use.
My opinion on this issue is that once a movie is available on public television, then it becomes acceptable. Also games and software are acceptable after 5 or more years depending on if a) there is no equivalent product like the King Quest Series DVD being sold or b)the company is no longer making any money on the product. If I wanted to download a copy of Windows 95, then it wouldn't affect Microsoft sales at all.
Just because you want something does not mean that you are entitled to have it or have access to it. The author can choose to either make it available or not. Old games and movies still have value, and sometimes the work being "scarce" for a while has value, too. Look at Disney's marketing for an example. Disney often releases its movies for a limited time to try to build up market interest, then makes them unavailable for a while. Sometimes, the "economies of scale" make this a good strategy, so that a new run of an old work can be made available more economically.
Buying a used book, CD or whatever is a legal act in most cases, so that aspect of it should be built into the price of the work. Authors and Publishers know that many people have access to their works at public libraries, for example. In some cases, the publishers have a "library edition" for that use. Movie distributors know that many of their films will be rented, so rental copies are often priced accordingly.
Technology changes have been a challenge for copyright laws. Copyright has had to change to adjust to technology, and technology has had to change to adjust to copyright laws.
With certain legal exceptions, copying stuff you didn't pay for is illegal and wrong. I don't think I have ever illegally downloaded a movie. I have only copied music (from a friend's CD) a few times, and I felt guilty about that. I know a number of authors. They deserve to (a) get paid for their work, and (b) be able to control what happens to their work. -
Quote:An Illusion Controller in general, and an Illusion/Rad, Illusion/Cold, Illusion/Storm or Illusion/TA in particular (I have all 4 at level 50). Take a look at my Ill/Rad guide, linked in my sig. My guide explains in detail how flexible an Ill/Rad can be.I was wondering if anyone has a good recommendation on a Build that is sought after and powerful in groups, but can also go out on their own and level up.
I more or less open to anything beyond that.
Illusion/Rad is one of the most flexible characters in the game. Teams love the Rad debuffs, heals and the great buff from AM. Plus, you can be a fill-in tank with Phantom Army (PA), and nobody is better at taking the alpha strike than PA. You can add damage and control to a team, keeping the team safer and helping take down foes faster. Ill/Rad is also well known as one of the best AV soloers. You can handle anything . . . the one weakness is that it is not a great character for farming, as it is more focused on single target damage.
OK, and how many people saw the title to this thread and thought, "a big fish that can solo?" -
I used to have two monitors before my kid stole the second one. I kept CoH in the main monitor, and then had Herostats and sometimes the browser open on the other. It was nice during TFs to know what was coming up next.
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I don't see where it is significantly different than reading a book or watching the TV, except it is a bit more interactive.
After 4 kids of my own, I don't see a problem.
The first kid changes your life in ways that you have no clue about going in. You tend to have that "deer in headlights" aspect associated with the "Oh, wow . . . I'm a parent" amazement . . . and panic.
The second kid is not twice the work. The first one acts up due to all the attention being paid to the baby, and later the two learn to play off of each other, so it is really about four times the work.
The third kid is no big thing . . . until you realize, "Oh no! Now they outnumber us!"
The fourth kid ends up being, "Eh, what the hell. Another one won't make much of a difference." The biggest problem first off is that Insurance forms only allow for 3 kids. -
Quote:Your focus depends a lot on your build and your playstyle. You can build to be able to solo, but that may mean sacrificing some team-friendly powers and slotting differently. And it still won't be fast. You would want Block of Ice and Chilblain slotted for capped damage, and maybe add Air Superiority, a Single-target blast and as much AoE damage as you can from your APP set.I built the toon whenever ice/cold trollers were avail...a few months ago. Don't think I still have the build lying around. But I'm more wondering on what direction I should focus on to capitalize the sets' strengths.
Right now, I'm thinking prob. better endo control, maybe some defense, and something that will help with the dmg? or maybe better to just focus on the debuff?
You could build for a melee-focused team support build. You could build for a ranged controller for team support.
You could build for Defense. You could build for Recharge. You could build for EndRdx, Recovery and additional endurance to avoid having to take the Cardiac Alpha.
If you want to copy your in-game build, go to www.CoHTitan.com and download the Titan Sentinel program. Among other things, it lets you copy your current build into Mids Builder. (It made doing my I-19 Respecs much easier!) -
Quote:While Ice Control and Earth Control are two of the lowest damage sets available, the playstyle can be quite different.Hi all.due to funds/time I need to choose between my ice/rad and earth/rad.opinions please?
Earth is the best ranged AoE control set. A single Earth Controller can fairly easily be the only Controller on a full team and provide full "control." There are three ranged AoE control combos -- Stalagmites+Stone Cages, Earthquake and Volcanic Gasses. Plus, Quicksand can be cast underneath all of them to provide the added control of a slow patch and a huge (25%) defense debuff, making it easy for teammates with AoE attacks to wipe out foes. The only really skippable powers for a team-oriented build are Salt Crystals (PB AoE Sleep) and Stone Prison (Single-target Immob), but both are useful if you want to solo. Earth and Rad go together amazingly well, with several of the Rad powers supplementing Earth Control.
Ice Control is a bit unusual. With the choice between two powers, you can make your controller into a ranged controller or a melee controller -- or you can take both. With the Rad secondary, you can combine Arctic Air and Choking Cloud, which I feel is the real strength of an Ice/Rad. AA is a toggle PB AoE Confuse/Slow/Afraid aura, while Choking Cloud is a PB AoE Hold Aura with an odd way of working. The strength of the combo is in following behind melee characters, letting them grab initial aggro (or you can handle it with Ice Slick), and then letting your two toggles substantially reduce the damage taken by your melee teammates.
Personally, I think Earth/Rad brings more to most teams than Ice/Rad, but it suggests a "control from the back of the group" playstyle. If you like to get in the middle of the action, then Ice/Rad may be a better choice. Both will be VERY slow to solo. Either can be made into a character than can solo if needed, but you will need to load up on power choices to add damage. Earth/Rad is probably better solo because its pet is more effective. Playing solo before level 32 will be very slow. -
Quote:You had better be careful . . . this is, after all, the Internet. Somebody is going to actually believe that fabrication and pass it around as being true. Especially coming from YOU, the teller of all truths (said in a respectful way).I don't even know why I have to do it.
Actually, I kinda know, but am not currently employed by NCSoft.
Which is why, out of respect for them I make sure any rumor I invent about their departure is suitably epic.
For example, I heard the other day that this whole thing is Castle's fault. One day Castle decided to redesign Fireball so that every time someone used it, the game servers deposited a penny into his retirement account (ever wondered why fireball has such a short cast time? now you know). Castle figured in a few years he could have retired sitting pretty. But then datamining showed that blasters were dying too quickly and not using fireball enough. The ones that were not dying had such high defiance buffs that they were one-shotting everything and not using fireball enough. So he reduced the damage buff of defiance, and made blasters partially mez-immune. This helped greatly, but then blasters starting doing so well that blasters were using hundreds of thousands of fireballs. Pretty soon NCSoft didn't even have enough money to pay BaB and had to let him go, much to his surprise. At that point Castle knew the game was up and by year's end the auditors would catch up with him. Knowing that his finances were being monitored he transferred his ill-gotten gains to an offshore account under the name of an accomplice. Castle would then leave Paragon Studios and his accomplice, citing new opportunities out of state, would leave California and meet up with him in Aruba a few weeks later where they would split all that perk pack money.
And that, people, is why blasters were buffed. -
"Best" is very subjective. It somewhat depends on your own preferred playstyle. Some things that are easy for certain characters, may be hard for others. My Illusion/Rad is my favorite at handling anything solo. (I'm working on IO'ing up an Ill/Cold, but so far I like the Ill/Rad slightly better for all purpose use.) Since the PA take the aggro, he is great at things that other ATs just can't do. However, he's not fast at "farming" as he is more of a single target damage specialist with some AoE (mostly from Fireball). But he has the flexibility to handle missions where distraction and deception will complete the mission much faster than the classic "bull in a china shop" approach.
On the other hand, my Elec/Shield scrapper is great at dealing AoE damage solo. He is my favorite at plowing through large groups of foes while only taking minor damage.
Warshades are awesome, but I like mine better on a team where there are lots of dead bodies to play with and some nice inherent buffs. Admittedly, I haven't IO'ed her up yet -- very expensive.
Bots/Traps? Until the bug that causes the Bots to run into melee is fixed, I find that I go through Bots too fast. -
Quote:Have you ever read Robert H. Heinlein's short story, "All you Zombies . . . "? A guy in a bar meets an old guy, who recruits him into a Time Patrol. It turns out the first guy was born a girl, but later learned that he/she was a hermaphrodite and became a man when having a baby messed up his/her female parts. The big trauma in his/her life was when some man was nice to her, got her pregnant and then disappeared. He/She wanted to go back to fight it out with this man.Wait, that's unpossible. How can they be clones and their own grandfathers?!?
He/She goes into the past, mistakenly meets his/her young self and eventually has sex. Then he/she goes 9 months into the future, grabs the baby out of the hospital, goes 18 years into the past and drops the baby off at an orphanage. Of course, the older man who recruited him/her was his older self. So it turns out that he/she is his/her own mother, father, grandmother, grandfather, etc.
With a little bit of effort, I'm sure you could fit in cloning in there somewhere. -
The general concensus on World of Confusion: It sucks. It is only good for being a set mule for the fairly cheap purple confuse set. The radius is too small to be effective, and the confuse pulses are so short that it is worthless.
On the other hand, An Ice/Rad/Psi is probably the only build that might possibly make good use of it. I suggest you plan on slotting up AA for max Confuse and EndRdx. Make sure that you put the purple Contagious Confusion proc in it as soon as you hit 50, because that proc seems to almost double the effectiveness of the power. Make sure Choking Cloud is well slotted for max Hold and max or nearly max EndRdx. (I have 4 Unbreakable Constraint, a common EndRdx and the Lockdown +2 Mag proc in mine.) Then you can slot up WoC for Damage procs. It will only work when you are standing immediately next to foes, but maybe it will work if you can layer enough control and procs. -
I assume you mean Ice/Cold Controller.
Ice is the lowest damage primary. Cold adds some nice Resistance Debuffs, but no additional damage. So, yes, this controller will solo very slowly.
Yes, Arctic Air uses a lot of endurance, but with Heat Loss, you should be able to handle the endurance costs pretty well. Arctic Air should be slotted for Confuse and EndRdx (and not necessarily with a set). The Contagious Confusion proc from the purple Confuse set is wonderful in AA -- it seems to make the power nearly twice as effective.
It would help if you posted your build, and then explained your playstyle and your goals. -
I'm not sure why you think that anybody on the controller boards would have an answer to it. You would probably do better putting this in the Suggestions forum. I doubt that the Devs are looking here . . . but I might be wrong.
Frankly, until there is a Slow set with a bunch of Recharge, I don't see slotting Ice Slick for Slow. The existing Slow sets havwe very little Recharge and don't have bonuses that are all that useful even if you could slot them. -
As others have said, teams of 8 competant players will beat any forced structured team, any day. Many of the powerset combos actually become more powerful when stacked.
The single fastest and most powerful team I have ever been on was a team of 8 Fire/Rad controllers. With Hot Feet/Choking Cloud/Fire Imps/Fire Cages, we could basically run through missions as a group and everything died. 8 players using Accelerate Metabolism put us all at damage cap, massive Recharge and Recovery cap. 8 players with Choking Cloud meant that everything was held in a second or two, and 8 players with Hot Feet (at damage cap) meant that the foes dropped dead in seconds -- not to mention the 24 Fire Imps acting like locusts killing everything in sight. We pretty much could run through entire missions almost at full speed, and had to slow down just a little bit at the AVs -- but 8 Rad Debuffs took care of the AVs, too.
I wasn't on the team, but it is my understanding that a team of mostly Fire/Rads set the speed record for the Statesman's TF. Since several things have changed in the game, it would be interesting to get an all Fire/Rad team together to try some of the newer TFs now. -
Quote:I love both Lightning Storm and Tornado -- they do awesome amounts of damage and chaos. But the numbers you stated above should really take into account, when you are talking about AVs, the fact that Tornado and Lightning Storm do their damage over a fair amount of time and the AV's Regen offsets that damage to some degree. Damage per cast time will be substantially different than Damage per second or Damage per endurance, especially if you include the AV's Regen. I think it is important to keep that in mind since Storm does not have a -Regen power. In effect, the Damage over Time from Tornado probably compares to the -Regen in other sets.For their cast times, Tornado and Lightning Storm add an incredible amount of damage. They're staples in a /Storm AV soloing build (though I'm still a little bitter about Lightning Storm no longer firing faster via inherited Recharge Buffs...that was fun!)
I'll note, however, that Illusion doesn't have access to an Immobilize, so Tornado might reduce your damage output if the AV goes a-running too often.
Still, assuming that Lightning Storm and Tornado waste no time in shooting at your AV:
Tornado casts in 1.17 seconds, causing 60 ticks of 6.67 smashing damage (before buffs, debuffs, enhancements and resistance). That's 342 points of damage per second of cast time. If you're spamming powers, this is one of the best damage/cast time powers you're going to get your hands on. With two freezing rain debuffs going at once for a -60% resistance debuff, and slotting for +95% damage, you can expect to inflict 1248.6 points of damage with each casting, total, provided that the AV doesn't escape the damage aura of the Tornado. For 1.17 seconds of casting, forget about the End cost. Just spam it.
Lightning Storm casts in 2.03 seconds, and fires 12 blasts of lightning for 40.04 energy damage (again, before buffs, debuffs, enhancements and resistance). That's 236.7 points of damage per second of cast time. With the same enhancement assumptions as Tornado, above, you can expect a single casting of Lightning Storm to inflict 1499.1 points of damage, total.
Spectral Wounds, even with its fast cast time, won't keep up with that sort of damage/cast time.
Spectral Wounds is an even more difficult damage power to evaluate because of the large amount of up-front damage, some of which heals back in a few seconds . . . unless you can defeat the foe before the heal-back, in which case you keep the damage.
While I'm sure Arcanaville can come up with a great statistical analysis, there are a lot of variables that can affect the amount of damage being done. While Storm's last two powers are great, they are not quite as good as those numbers would seem to indicate. -
I try to keep a supply of some of the Day Job accolades and bonuses handy:
Wentworths, so I can have WW teleporters and crafting Discounts is my most common one to have. (The base teleporter is nice to have, too.) I log most of my characters off in WW after I have all or most of the Day Jobs.
Hospital to make sure that I have some Ally Rez charges, especially on characters without an ally rez power.
Oro for characters who need a little bit more Recharge. -
Quote:You don't have to run a Hami Raid. You can get a Synthetic Hamidon Enhancement as a reward from the Statesman's TF or Lord Recluse SF. For the most part, the Synth Hami-O is usually a better reward than the merits.I've never run a Hami...ever! I stop playing toons at 50 but have just found one that i love and have put a load of inf to make him acceptable. Here's hoping i will post on here in years to come with my experience and advice to people like me, like i appreciate all of your advice and experience.
Although, if you have ever run the Lady Grey TF, you get a taste of what a Hami Raid is like. Except that a real Hami Raid has a lot more people and takes a lot more cooperation. -
Quote:Some of us who used to run regular Hami Raids still have a bunch. Plus, you can get a Synthetic Hami-O from the Statesman TF and Lord Recluse SF . . . which are identical to regular Hami-Os except for the name. (But for some odd reason, Synthetics sell for less on the markets.)As a historical FYI there was a time way, way back during the first year or two of the game when you could get many (like 5 or 10) HOs during EVERY Hami raid. Of course what you did to get multiple HOs per run would necessarily deprive other people from getting ANY HOs during the same raid. Needless to say that implementation was grossly unfair and quickly changed to the "one guaranteed HO per player" scheme we have today. Those were the days.
It's true that set IOs have mostly replaced the need for HOs but there are a few powers where HOs work very well for. For example Membrane Exposures (33% Rechg/20% ToHit) work pretty well in Build Up and Aim type powers. Enzyme Exposures (33% END Redux/20% DEF Debuff/20% ToHit Debuff) work perfectly in Radiation Infection. And since most people usually only leave one slot for Swift sticking a Microfilament Exposure (33% Fly, Run and or Jump) there works pretty well if you want to boost both running and flying speeds.
Basically HOs only have a few niche uses, but those uses are worth exploring.
There are actually quite a few uses for Hami-Os, even in today's IO Set game. The amounts of enhancement for Hami-Os is more than multi-aspect Set IOs. Hami-Os can often be used to "fill the gap" that sets can't quite fill. The Acc/Dam ones are great to cap Damage and substantially improve Accuracy in some Blast sets.
If a power does more than one kind of mez, then the Acc/Mez and Dam/Mez Hami-Os will enhance BOTH kinds of mez. Example -- Acc/Mez or Dam/Mez in Illusion's Blind will enhance both the Hold and Sleep. Hami-Os are great in the Dual Pistols Stun/Hold power which changes its type of mez depending upon your choice of ammo type.
There are a few Hami-Os that can be used to take advantage of slotting exploits. If any of the aspects of the Hami-O can be slotted, then the Hami-O might provide unintended enhancement. As mentioned above, Centrioles (Dam/Range) in a Damage Resist power that can take Range (like Increase Density) will also buff the Damage Resistance. Putting an Acc/Mez in Choking Cloud will enhance the Accuracy in a power that does not take Accuracy enhancements (but the same is true with IO sets).
As mentioned above, Enzymes are the best possible slotting in Radiation Infection because it will enhance all three aspects of the power -- you get the equivalent of 9 SO enhancements in 3 slots.
For High-recharge controllers, I like using 4 Baz Gaze in the Single-target hold, and then an Acc/Dam Hami-O and a common Damage IO to get as much damage out of the power as I can. I use these in my Illusion/Radiation build, as shown in my Guide. -
Quote:There are a number of differences of opinion. Personal Defense allows you to survive longer. While a small amount of Defense doesn't do much, if you can build up a lot of defense, it is very effective. For example, farming Fire/Kins often try for the softcap or close to it so that they can plow through foes without worrying about mez powers for self-protection. But to get at or near the soft-cap, you have to really focus on building up sets with lots of Defense. Slotting for high defense means careful planning and that you will need to sacrifice some ability to control and/or some team-friendly powers.Hi,these are powers that I have never even touched the whole 15 months plus of playing this game.How are they normally slotted on trollers?How much does it make a difference in the squishyness of a troller besides being a mule for -Kb.Yes this is for the dreaded fire/kin but i also want to see if they work in my Earth/Storm and fire/rad as well.Thanks for any input
Personally, I haven't taken the Fighting Pool on any of my (many) controllers. I prefer my controllers to, well, control. A foe who is mezzed can't attack you . . . and can't attack any of your teammates, either. (Whereas, personal defense protects you and only you.) I would rather faceplant a few times than give up powers that make me a more effective teammate. I would rather have debuffs and buffs than personal defense.
Yes, it is far easier now, with inherent Fitness, to fit in the three powers from the Fighting Pool, but it still means giving up three powers that could be doing something else. Boxing or Kick is a waste of a power pick. Tough and Weave are boring toggles. Yes, I can see where being softcapped is effective and desireable. If you have a controller who only solos, I can see it being a good choice. I can see where the Fighting Pool can make a farming character more effective. I may try it some day. But for now, I only use the Fighting Pool on Scrappers and Tanks. Softcapping a Scrapper or a Tank fits in with that character's role. -
Quote:While I have Flash Arrow on my TA/A defender, I found that it was quite skippable on my Illusion/TA. Invisibility takes care of most of the situations where Flash Arrow was needed, and PA take care of the rest. As far as hitting a glowie, Deceive easily handled a small number of foes near the glowie. If there were more than two or so, then throwing out PA pulls their attention so that I can click the glowie without getting aggro.I just started my TA, but I think Flash Arrow will find its uses. In particular, it's good for stealthing objectives. It's not unusual to find a glowie that's surrounding by enemies. Flash Arrow will let you debuff the enemies perception enough that your stealth suppressing won't put you at risk.
Also, it carries an unresistable 5% tohit debuff so it works fairly well against AV's, at least those that are even level.
As for patron pools, it seems that Mace Mastery is the only PPP that offers energy damage. It's also got a nice defense based shield and an additional pet.
Yes, the 5% unresistable ToHit Debuff is nice, but hardly worth an entire power pick for. I went ahead and took Flash Arrow on my Ill/TA with his I-19 Respec mainly because the purpose of the character was to experience the entire TA powerset. Even though I have the power, I find I don't use it much.
Two of the things that TA really should have added -- more ToHit Debuff and a decent amount of -Regen. Both could be added into Poison Gas Arrow to make the power more effective. Without those, Rad just seems to be overall superior for debuffs, plus it has buffs. The main thing that makes TA stand out is Oil Slick Arrow, and you don't get that until 35. -
The problem you will have is that any gap often results in the AV deciding that you look like a good target rather than PA. Even at 60 seconds Recharge, this happens. At 63 seconds Recharge, you will have a lot more gaps when the AV will turn his or her attention to you.
Sadly, to get Perma-PA on an Ill/Storm, you will need some purple sets. -
The best place to answer this kind of question is the wonderful City of Data section of Red Tomax's Guide, maintained by the great CoHTitan folks.
Thunderclap is shown as only a Mag 2 stun, with no chance for an extra mag.
Compare this to Earth's Stalagmites, which is a Mag 3 stun with a 20% chance for an extra 1 Mag "overpower."