Local_Man

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  1. Local_Man

    OSA - Seriously?

    Quote:
    Originally Posted by _Malk_ View Post
    This hurts my heart...

    *shelves TA controller until fixed*
    It is not really that bad . . . especially if your controller is something other than a Fire/TA. All others have pets who can attack from range. My Illusion/TA really doesn't have a significant problem with it since PA and Phanty all have ranged attacks.

    Furthermore, even many Fire/TA controllers feel that they can work around this fairly small problem since the Oil Slick stays lit only for about 15 seconds and it does a lot of damage in that time. TA is a fun set that is pretty unique, and I would not suggest you shelve your */TA controller over this bug.
  2. David Parker a/k/a Red Tomax made one of the best sources of information about City of Heroes/Villains. Sadly, he has left the game, but the wonderful folks at Titan Network have taken over the site and updated the "City of Data" part.

    You can find the site HERE. It has a little bit of information on David himself.
  3. Quote:
    Originally Posted by Mega_Jamie View Post
    When i finally get around to releveling my Ill/Rad I think i'll be going for Mace Mastery. While I'll always see Local Man as the goto man as far as ill/rad is concerned, I personally think the debuff that comes with the mace attack will increase DPS overall, and be more beneficial to teams.

    But I could be wrong, and then i'll respec into an APP
    The only way to have a real answer is by doing some serious testing . . . which I'm not going to do. Maybe some industrious person will.

    Personally, I think that the Illusory damage vs. the debuff is a key factor. If you can defeat the foe before the illusory damage heals back, then you keep that extra damage . . . and I think that extra damage will be more than additional damage from the debuff. Plus, the faster-recharging blast does more damage over time.

    Additionally, smaller, faster attacks will help you avoid "overkilling" -- using a bigger attack when only a small number of HP remain, such as hitting a foe with a 140 HP damage attack when he only has 15 HP remaining. I think that Herostats records the damage output rather than the actual damage done, so even Herostats will make it appear that you have done more damage than you actually have. (I might be wrong on that, though.)
  4. Quote:
    Originally Posted by Lycanus View Post
    ....


    Animated Stone - Rocky
    Voltaic Sentinel - Sparky
    Gun Drone - Ripley
    Fire Imps - Monkey
    Phantom Army - Army
    Dark Servant - Fluffy
    Singularity - Spotty
    Jack Frost - Frosty
    Tornado - Dorothy
    Giant Flytrap - Ivy
    Carrion Crawlers - Creepy
    Spectral Terror - Spooky
    Electric Gremlin - Sparkly
    Lightning Cloud - Stormy

    Confused Enemies - Funny
    You missed Phantasm = Phanty
    And you got one wrong -- Venus Flytrap = Twoey (In "Little Shop of Horrors," the man-eating plant was named the "Audrey II," and Seymore called it "Twoey.")

    Also Extracted Essense is also called Fluffy, but I tend to call them "Tribbles"
  5. My Electric/Rad is 34, and has been fun. I see a lot of Elec/Rads, as there is a lot of synergy with Conductive Aura and Choking Cloud. The damage, however, is pretty low even with the Gremlins, so it is better as a team-focused controller. Yes, I can solo now that I have Gremlins, but it isn't very fast.
  6. Local_Man

    OSA - Seriously?

    Quote:
    Originally Posted by Feycat View Post
    This still hasn't been fixed?

    Friendly pets and allies flee out of OSA like - pardon the phrase - their ***** were on fire and their hair were catching. This can be extremely damaging to a soloing controller with a TA secondary, or a TA partnered with a troller.

    OSA is a huge part of TA's damage abillity - why do they allow TA as a controller secondary and let bugs like this go unresolved so long?

    Has this been addressed by the devs and put on a known issue list at all?
    It was partially fixed, and the way it is now may be "working as intended." It used to be that as soon as Oil Slick Arrow was lit, the pets would run for the hills and never enter the area again even after the burn stopped. Now they will run outside of the burning area, and then return after the burn stops. Pets with ranged attacks will also stay outside of the burn area during the burn and use the ranged attacks.

    Better than it was, but for Fire Imps who have no ranged attack, it is too bad.
  7. Quote:
    Originally Posted by Nethergoat View Post
    I have little but contempt for remakes of any stripe.

    Was the original well made? Then why remake it.

    Was the original crummy? Then why remake it.

    Remakes are, always and forever, naked grabs for money and attention. Why do they exist? Because they can get financing. Why can they get financing? Someone figures the idea worked once, so it'll work again.


    I like to have at least the pretense that a project got made because someone creative believed in it, that it has some motivating force other than nakedly capitalist opportunism.

    Remakes highlight everything I hate about high stakes mediums like movies and television.
    In a SMALL number of cases, the remake is justified if the new version can do things that the old one couldn't or significantly improve on the original.

    Two examples: The original version of "The Thing" with James Arness as the giant carrot was pretty lame. The John Carpenter remake was a pretty scary flick and generally well done.

    Little Shop of Horrors was a horrible film in the category of "so bad it's good." The only really redeeming aspect is that it was the first screen appearance of Jack Nicholson. The musical remake is a fun film with enjoyable music -- far superior to the original. Of course, you could argue that it wasn't really a remake but a film version of a stage musical, but it really is a remake.

    Most remakes, however, are either bad or, at best, unnecessary. The new version of "The Day the Earth Stood Still" is a prime example of "What Were They Thinking???" I would classify the new "The War of the Worlds" as unnecessary. I'm kind of on the fence on the three versions of "King Kong."
  8. Sometimes, the remake somewhat replaces the original . . . or makes the original less popular or less available. In some cases, the remake may do some things better than the original, but not certain key parts that made the original so charming.

    One of my favorite examples is a story/movie that keeps being done over and over: A Christmas Carol. No actor has ever been able to play Scrooge better than Alistair Sims. The 1951 version has Sims with just the right amount of angry, miserable miserly Scrooge in the beginning, and giddy, overjoyed, almost insane Scrooge in the end. Other actors from Rich Little to Patrick Stewart to Bill Murry to the Muppets to the recent CGI version have made good attempts, but nobody has been as good as Sims.

    And yet, because there are so many versions and that is an old black&white version, it is hard to find and too few people have seen it. Newer versions have better ghosts or lots of color or more humor, but Mr. Sims' performance outshines them all. The remakes have diluted the market.

    Many people feel the same way about Jeremy Brett's portrayal of Sherlock Holmes. While the recent Downey version was a fun action flick, it was not really Holmes.

    I was in college when Rocky Horror first became a cult favorite. It was daring and bizzare back in the late 70's. I went about a dozen times, but I knew people who went every week. The people who "knew" were kind of a secret club. We all knew that it was cheesy and funny and anyone who didn't "get it" thought it was perverted. Seeing Rocky Horror sung by young people with modern views in the mainstream kind of invalidates those memories.
  9. Quote:
    Originally Posted by LiveNit View Post
    Someone told me a few days ago that local might have a fire/rad corr build. I'm using the ill/rad/ice perma PA build and loving it. Do you have anything for a fire/rad corr?
    Sorry. I'm working on a Fire/Dark Corruptor, but have not done a Fire/Rad Corruptor yet. I have so many */Rad controllers that I don't really feel a strong desire to level up a */Rad Corruptor.

    As for the changes coming in I-19, I plan on making a few changes in the guide once I have tried it out, and once Mid's has an official version with the I-19 changes in effect. Until then, it is really speculation. Granted, we have a pretty good idea of what it will be like, but still speculation.
  10. Quote:
    Originally Posted by Sailormoontw00 View Post
    Maybe it's a bit unrelated to the topic, but I think Gremlins have a similiar rate of death with Phantasm. As a melee pet, couldn't it have some better self protection?

    I take Phantasm as a blaster, while Fire Imp as scrappers, and Animated Stone as Tanker to review its survivability and damage. These pets look balanced, but not Gremlins, who don't seem to tank and don't have the decoy to tank, and don't do good damage as well. I would say if with Phatasm's melee AI, it's still better than Gremlins.

    I hope the dev can look into this too.
    Castle said that this is a problem affecting "most pets and critters." I didn't ask him about Gremlins, so I don't know. Gremlins seem a bit underpowered, but it is a new set . . . it might get balanced sometime in the future. As for their survivability, I try to get my Gremlins to stay with me in my Choking Cloud+Conductive Aura, which is also in range of my heal. Since there are two of them, I suspect that the Devs intentionally made them a bit on the squishy side.
  11. Quote:
    Originally Posted by Lothic View Post
    I'm not against brainstorming new ideas for Vet Awards. But I've always favored the idea that anything the Devs use for a Vet Award ought to be something that can't really be obtainable any other way than via a Vet Award. For instance I don't even really support getting respec tokens as Vet Awards because there are other non-Vet ways to gain those.

    While I agree it can be difficult to get access to the temp costume powers (in fact most people can only get them during the Halloween Events) they are still obtainable -without- a Vet Award. They aren't really unique enough to be good Vet Awards.

    Via your suggestion I'd probably end up with many costume powers automatically. Despite that I'm still not in favor of it because there's ultimately nothing "Vet-like" about making them Vet Awards.
    I don't have a problem with SOME "veteran only" awards, but many of the Vet rewards are things that recognizably are things that veterans may need more than newer players . . . such as an extra slot for a character, or an extra respec when the vet may have used up all the earnable respecs. And a few of the items, like the long-recharging "Assemble the Team" and "Base Teleporter" and "Reveal" powers help reduce the frustration from tedium that veterans can experience. Certainly the two teleport powers are available to everyone else on a limited basis, but making them permanently available to vets can make the game more fun for long-term players without giving them a significant advantage -- in fact, sometimes they help the team.
  12. First on the build: Consider pulling the Recharge out of LR. A perma-PA build should have enough recharge to make LR perma without that slot. There are a few other places you could use it. You could put it in Blind. I like to slot up Blind with damage. After the 4 Baz Gaze, I have an Acc/Dam Hami-O (Nucleous) and a common Damage IO.

    With the Acc bonuses, you may not even need the second Accuracy in LR either. I have only a single Acc in mine. That other slot could be used to add some defense from your Ice Armor, or an Achilles Heal -Resist proc.

    Happy Cat: I generally run RI during AV fights . . . but I have Recovery of over 4 on my build. Even against AVs, it has an effect to reduce its chance to hit you and increase your chance to hit it. Plus, and maybe more importantly, it affects any of the AV's buddies in the area. It is not as important as EF or LR, but it still has an effect.

    As for Mutation, I don't have it now, but plan to pick it up with I-19. I also plan to pick up Recall Friend. Mutation is a good battlefield rez, since the target gets full health and endurance and other buffs. But I wouldn't take it if other powers are more helpful.
  13. It really depends on playstyle. The suggesting of Katana/WP is good if that is his playstyle. (My first character was a Katana/Regen back when Regen was god-mode.) An Ice/Ice Blaster is also a great first character. (That was my second, and my first one to make it to level 20.) And Illusion/Radiation controller would also be a great character through which to learn a lot about the game. If he goes that direction, suggest that he look at my Illusion/Radiation guide, which gives tons of basic information for someone new to controllers.

    The nice thing about Illusion/Radiation is that it starts out as a single target Controller/Blaster, using Blind and Deceive for control, Blind-Spectral Wounds for blasting (with containment). Early invisibility helps with your survival -- Starting at level 8, you can move around like a Stalker . . . but with Deceive and Blind and the ability to attack from range, it is a lot safer. Then your buff and debuff powers . . . a heal and AM for a great general buff, with Radiation Infection to keep the foes from hitting you as often while you can hit them more often, and Enervating Field to hit them harder while they hit you softer.

    Then the character changes substantially at 18 with Phantom Army. The character changes again at 26 with Spectral Terror. An Ill/Rad is fairly easy to play moderately well, but has enough complex aspects to be challenging to play really well.
  14. You have a few problems: Personal Force Field is no longer available to controllers. OK if you picked it up during the short time you could get it and you never respec, but otherwise, you can't get it. It was replaced by Focused Accuracy (which is mostly worthless in my opinion).

    I understand you are trying to go for a Defense build. In most cases, Ill/Rad benefits the most from high Recharge, then Recovery. With high Recharge getting Phantom Army out more often, they draw the aggro and you don't get hit. Stay invisible, Deceive any foes who look at you funny and take out single targets. If you want some other ideas, take a look at my Illusion/Radiation Guide, linked in my sig. The guide has several sample builds, and once I-19 hits, I plan on revising parts of it with the new build options. I haven't updated it with a discussion about the PPP options yet, but I still prefer Fire and Ice APPs over the PPPs. The key is the fast-recharging single target blast that lets you have an attack chain of Blind-SW-Blast-SW. That chain substantially increases your single target damage AND helps you keep most or all of the Illusory Damage from Spectral Wounds. None of the PPPs have a fast-recharging single-target blast -- the recharge on Poisonous Ray is 24 seconds, vs 8 seconds for the APP blasts. If you want AoE Damage, you can go with Fireball (which I have) or Frostbreath (or Ice Storm, but it has too long a recharge and is DoT). If you really want Defense, you can get it from Ice Shield, but Recharge is far more important.

    Have you actually tried Choking Cloud with an Ill/Rad? I love it on my two Fire/Rads, I just finished slotting it up on my Elec/Rad, but I hated it on my Ill/Rad. Fire, Electric and Ice all have an additonal PB AoE Aura to combine with Choking Cloud to make it effective. Illusion doesn't. As part of layered control it can be great, but on its own it is pretty lackluster even fully slotted. The hold pulses take a while to hit and then can drop. It uses tons of endurance and needs 5-6 slots, so it is a big investment for a power that isn't very effective. I much prefer Flash over CC. Having both Flash and EM Pulse is like having a PB AoE Hold that recharges much faster -- and you can stack them to hold bosses.

    Any build that doesn't take Phantom Army at 18 is questionable. Just sayin'

    Not enough Recharge in AM.

    Sure, you can slot Blind as a damage power. I prefer 4 Basilik's Gaze, and then fill it out with as much damage as you can. Those 4 Baz Gaze give 7.5% Recharge.

    Why do you need Stealth in Hover when you have Superior Invis? And why an EndRdx in one of the lowest costing endurance toggles? On the other hand, Superior Invis needs lots of EndRdx. I 6-slot it with 1 LotG Recharge, and 5 Red Fortunes. You get capped EndRdx and Defense, plus a total of 12.5% recharge out of one power.
  15. My wife (who no longer plays) had an account along with mine. I keep the second account to share with the kids. I recently pulled up the wife's Emp Defender, who got to 50 long before Inventions . . . She has a ton of nice Hami-Os from the old Hami-Raid days. So it is taking me several Respecs to pull out 10 Hami-Os at a time and replace them with SOs.
  16. Why take Choking Cloud with 4 slots as a mule? Why not trade that out for Hover (which can take your 5th LotG Recharge) and then use three slots somewhere else?

    I also think you don't have enough EndRdx in Superior Invis. It isn't very useful if you can't afford to run it.
  17. Local_Man

    Shard TF's

    It is really too bad. The Shard is an awesome-looking zone and the TFs there should be epic. Instead, they are mostly tedious. There are some impressive looking settings -- great for screen shots. Try to get someone on the team who knows the TFs well. It is also a good idea to have easy access to the summaries of the TFs on the Titan Network so that you can know what to expect.

    Many of our newer forms of transportation have really helped with these TFs -- O-portal, Teleport to mission, Assemble the Team, Pocket-D and Base Portals, and even the temps from Day Jobs to the markets. Also, it is good to know that if you fall off an edge and let yourself drop, you go to the front of the zone.

    Last time I did a Dr. Q, we got it done in about 5.5 hours, but just about all of us were on voice-chat so coordination was easier. Dr. Quarterfield is frustrating because there are so many runs back and forth between the Shard and other zones. A Kinetics who speed boosts the team will definitely help.

    It would be soooo nice to have these TFs cleaned up with all the thinks that the Devs have learned. Dr. Q could be broken up into three other TFs. The Shard really has the opportunity to be an amazing zone. It could be a Co-op zone with TFs from different points-of-view.
  18. Local_Man

    Electric/???

    Quote:
    Originally Posted by EvilRyu View Post
    I was having a hard time myself deciding how to pair this with a support set. I dont make kins anymore since speed boost no longer works on pets. I dont like rad due to not being able to control what the pets attack which makes archor management too hard to deal with. I cant use storm because it messes up the electric effects. Cant use cold because you get virtually no protection for youself aside from the weak toggle buff. Force Fields is not worth doing unless your a defender that can cap your teams defense. Empathy's been done to death. Trick Arrow means no support for yourself as well as the team, debuffs dont mean crap if it still takes forever to set them all up and forever to kill the mobs. Which pretty much means thermals is left and thats been done to death as well. I might wait till we get another support set before I do electric.
    Wow, you're just a bundle of "Happy, happy, joy, joy," aren't you? You forgot to come up with a complaint about Sonic, but I'm sure you are up to the task.

    Still lovin' my Elec/Rad. "Anchor management" isn't much of a problem, since I put the debuffs on the guy under my control who is most likely to survive longest. With the Gremlins slotted for some damage, playing solo is more feasible but still not fast.
  19. Quote:
    Originally Posted by NordBlast View Post
    Unless it gets the same fate as fixing pet recharge...
    Yeah, well, sometimes the cure is worse than the disease. That one hurt, especially my Stormies who loved getting lots of recharge in Lightning Storm.
  20. Most of the folks I know who play Illusion on a regular basis have been commenting on the change in Phantasm's AI causing him to run into melee and die frequently. This is a problem not only because you lose a chunk of damage from your pet, but also some folks relied upon Phanty's Decoy to hold aggro when re-casting Phantom Army.

    Well, I rarely do this, but I went ahead and PM'ed Castle. He gave a quick but nice response that this was a problem with most pets and other critters, and that it is on the list for them to work on.

    That's all I really expected or wanted . . . to know that it will likely be fixed sometime in the hopefully not too distant future. I appreciate that our Developers will answer such questions. Thanks, Castle!
  21. Quote:
    Originally Posted by Happy_Cat View Post
    I did the last of the vet respecs this week-end, for an i19 compliant build (I could've waited, but got impatient). I took out the fitness pool, for one thing, and added SJ, Acrobatics and Assault. Took out the Fighting pool (not sure where I was going with that, bad choice). I also swapped Ice Storm for Frost breath (much better choice).
    With Combat Jumping, Hover, Ice Armor, Group Invis and Superior Invis, I have about 30% smash/lethat defense (that's after the defense reduction of SI and GI when attacking/clicking glowies). With some changes in my slotting of AM, I still have amazing recovery. Getting Stamina in i19 will just be icing on the cake, but the toon can easily function without it.

    To get back to the subject of the thread, Acrobatics and Combat Jumping, along with a few breakfrees are more than sufficient to deal with the occasionnal hold/immob that comes my way. Having the s/l defense is indeed handy for those times when I start getting hit (I have my settings at +0 x4, and once in a while, PA doesn't get all the aggro, and I get some unwanted attention from baddies). Finally, Frost Breath is simply a better choice over IS. Much better recharge at about 7 seconds, and 2 big ticks of damage. Decent range too with the Detonation IO set (can't use the recharge in Positron's unfortunately).

    Thank you for the advice.
    I assume you realize that when I-19 hits, you will need to Respec again to get the inherent Fitness? I presume you know that, since you can't slot Fitness now unless you take it.

    If one of your 6.25% recharge bonuses is from Glympse of the Abyss in Spectral Terror, you can replace that with the 5% Recharge from a 5 Unspeakable Terrors and therefore fit in a Posi-Blast into Frost Breath with a net gain of 5% more Recharge.
  22. I don't think there is anything in the Bind commands that will allow you to load a file onto your bio. The best you could do is a series of macros or rotating binds that explain your background.

    I have my Traps Defender based upon a certain well-known TV Pitchman of gadgets. He has a full series of macros of short speeches that echo usual statements on his Infomercials. I have been meaning to link them to emotes but haven't taken the time yet. But the same principle would apply.
  23. This AI bug that causes Phantasm now to like to go into melee is a real pain. Phanty is constantly killed. Either the AI needs to be fixed, or the Devs need to substantially increase his Defense or Resistance so he can survive. I would rather see the AI fixed . . . Phanty is supposed to be a Energy Blaster pet from range, using his decoy to protect himself.
  24. Here is a graph. The blue line shows XP% if damage were cause by a third party not on your team, while the pink line shows XP percent if the damage is done by a confused foe:


  25. I used to listen to Casey Kasim's American Top 40, and try to record the songs without talking over the beginnings and end. Those were my tapes. Next year is my 35th Reunion . . . Elton John, Bachman-Turner Overdrive and Aerosmith.