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Quote:Silly me -- I should have spotted that. Thanks. I had thought it was autohit until I saw that entry in CoD. But that begs the question, why indicate accuracy of 1.3 when it is autohit?Don't just look at the 'accuracy' entry. Farther down, near the bottom, under the 'entities autohit' entry it says 'foe'. That's where you look to see if a power is autohit or not. Most of the time that entry seems to be used to ensure heals/buffs/etc don't miss your allies (see, for example, radiant aura), but autohit foe-affecting powers use it too.
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Ella is level 40 on Guardian, and I also have an Earth/Storm named "Dirt Deevil" on Freedom who is level 44. ("Deevils" are a race of characters from Robert Lynn Aspirin's Myth Adventures books.) It is a really fun combo. It can solo, but I prefer to team -- Several times on Dirt, I have gotten comments that my PUG teammates have never seen Storm used as effecively. (I just think that there aren't all that many good Stormies on Freedom . . . :-)
I really like the ability to stack stuns with Stalagmites+Thunderclap. I really like the ability to stack knockdown with Earthquake and Freezing Rain. I get invisibility from Steamy Mist + Super Speed, and SS allows me to run around and "Herdicane" foes back onto my AoE controls. The SM+SS combo also allows me to lead Rocky into a group of foes to draw aggro. And Steamy Mist adds more resist to Rocky, a nice bonus. The only power I really wanted but had to skip was Snow Storm . . . and I'll get to add that back in as soon as I-19 hits.
It can solo, but it is still not fast -- my Grav/Storm is a better solo character. The Fire APP really helps there, however. -
Quote:That's why my Earth/Storm is a lady named "Ella M. Ental." But it means that I have to take the Fire APP to finish out the concept.That's pretty much what I was planning on doing:
Bunch stuff up with Hurricane, immob with Stone Cages, stun with thunderclap or stalag, throw down some rain for the resistance debuff and a bit of damage, then tornado and lightning storm. Finish off with single target attacks and have the pet join in the fun.
I made this toon for the "fun" factor of all the powers in the 2 powersets. Seems Earth and Storm are very visually interesting. I'm also hoping that it will still be somewhat efficient at killing things once everything is properly slotted up.
I'm planning on finishing up with the fire APP, for a character that has control over the elements of earth, air, water, electricity and fire. -
Quote:I generally thought of it as "Autohit," but the City of Data entry for Tornado says that the pet has 1.3 accuracy, so I'm not so sure. It may be that the combination of its high accuracy and so many ticks of damage means that it WILL hit, but it may not hit on every tick -- kind of like with Freezing Rain. So, that's why I said "nearly autohit."Ah, yes, knew I forgot something. Tornado isn't just 'nearly autohit', it actually *IS* autohit. Thus, it is indeed wonderful to toss on that MoG'd PP, since his defense means absolutely nothing against it.
It also does make a wonderful panic button power. Indeed, a lot of people don't ever realise it has any use *besides* a panic button! But one extra property is the small-ish defense debuff. Since it's autohit, it makes a nice lever against foes that have some defense - it doesn't have enough of a debuff to really crack a defense godmode, but it can largely nullify a basic defense shield like some CoT mobs use. And a defense debuff means that it can carry an achilles' proc, further enhancing its usefulness against EBs/AVs.
I'm not sure, so if I ever remember to check against a high defense foe, it may be worth checking the combat log. -
Tornado isn't just for damage with -knockback, either. Sure, it is wonderful damage over time against an AV or GM with -knockback -- basically, it becomes */Storm's version of -Regen by doing enough damage to counteract the Regen. And it is nearly autohit because it has so many ticks of damage -- this makes it one of the best powers to take out a Paragon Protector who has just MOG'ed.
But it also has a stun that can stack with Stalagmites and Thunderclap. And its ability to throw foes all over the place makes it great as a "panic button" power. I often will pull out Tornado if I know the foe has a lot of mez powers, since the twister will protect me while I stare blankly. It is a great power that should only be used situationally. -
My single target attack chain is GD-Crush-Propel. Propel hits HARD, especially with Containment. Since I mostly play my Grav/Storm solo, the long animation for Propel isn't so bad. Since I'm clobbering a single target, I actually prefer that he not go flying back.
Lift is dissappointing as a damage power, and I skipped it. But that is because I mainly play solo. If I was mostly a team controller, I'd probably go with Lift over Propel, mostly because Propel is the worst cause of "Necrosmacking" in the game -- a teammate will often kill my target before Propel finally hits.
The mechanics of the game call the fleeing aspect "afraid" -- to make it different than "fear" or "terrorize." Hot Feet and Arctic Air also use it. The Immob seems to mostly neutralize the "afraid," but the knockdown from Freezing Rain means that you don't miss it much.
Where Grav/Storm really gets fun is when you get Wormhole, and then even more with Singy, then Lightning Storm. I often use Hurricane to keep foes away from me while I clobber one of them -- the others can't touch me, especially if I'm around a corner. Wormholing a group into a corner, then using the AoE Immob, Freezing Rain, Thunderclap to stack or continue the stun, and then picking one to clobber while Lightning Storm and Singy work on the others -- that's fun. I generally don't need Hurricane for that unless the stun wears off.
The Grav/Storm combo has so many different ways you can use your tools. Sometimes I use Wormhole. Sometimes I use Steamy + Super Speed to drag Singy in to draw aggro. Sometimes I can show up and Hurricane to drop their ToHit and just clobber. And there is always the AoE Hold. -
Quote:A couple of little things to make life easier for a low level character:Hello all again. Just wanted to give you all a quick update. BlueMyth is now up to lv 5 I believe and he is on the Champion server. I have had so much fun even though champion seems to be a little too quite for my taste. Might be the time of day I am playing. I have decided to create my first alt named Deaths Menace on the Freedom server. He is a Villain of course. I am going to be switching back and forth but prob focusing on Death a little more then Blue for the time being. Both Global's are @Bluemyth and @Deaths Menace. I hope to see some of you guys in game. Until next time.
Bluemyth
If you are in Paragon City or the Rogue Isles (i.e. NOT Praetoria), at level 5 you should go to the next level city zone -- Kings Row for Heroes, Port Oakes for Villains. Look in your "contacts" tab for a Detective for Heroes, a Broker for Villains. Go to that contact to get a Scanner for Heroes, Newspaper for Villains. Then do three missions from the Scanner/Paper. You will then be sent back to the Detective/Broker for a Bank/Mahem mission. See if you can get some others to help you the first time, because if you can successfully complete that mission, you get a "Raptor Pack" as a reward -- it is a jet flying pack that will let you get around much more easily until you can get a travel power.
Then go back to the Detective/Broker, and he/she will give you a new contact for missions.
This works when you are levels 5-10. At levels 10-15, you can get a "Zero-G Pack" that lets you super-jump. At levels 15-20, you can get a self-resusitate power, and at levels 20-25, you get a "team teleport" power. Characters in Praetoria do not have this option -- you can't get a Detective/Broker until you exit Praetoria after you hit level 20.
There are other ways to get a flight pack, including a recipe that can be crafted, or you can buy one from a vendor in a high-level area. You may be able to earn a flight pack from some missions, too. Most people also get a travel power. Travel powers are not "essential," but recommended unless you know how to put together an alternative way to get around.
If you want a travel power as soon as they become available, you need to take a pre-requisite power during levels 6-12, and then you can take a travel power at 14. For new players, I recommend Hover/Fly, but each of the travel power pools have a choice of two pre-requisites for each of the four travel powers. The four are Fly, Super Jump, Super Speed and Teleport. Teleport is the most difficult to use, but the others are pretty easy.
Another thing for lower level characters to understand is the need for Fitness . . . but this will be changing as soon as the next free update is published. Issue 19 (usually called I-19) will include the Fitness pool for "free." But until then, you should plan to include the Fitness Pool when you build your character. The Stamina power will increase your Recovery rate so you don't run out of endurance as much. Take Hurdle or Swift no later than level 16. Then Health no later than level 18, so you can choose Stamina at level 20. Some characters can go without Fitness or can delay it if you know how to slot your powers, but the majority of characters take Stamina by level 20 or 22. -
Quote:In light of the Dark Melee set, I thought "Punch Line" would be a perfect name.I would have to concur with previous posts. DM/SR. I quite like the concept actually. Have you thought of a name? One Liner and Gag Reflex spring to mind.
Most of my characters have names based on puns, but my favorite "joke" character is a young-looking AR/Dev blaster dressed in a pink bunny suit. Wearing glasses, of course. His Battle Cry is "I'll shoot your eye out!" and his name is "Mad Ralphie." I mainly pull him out at Christmas time. -
Quote:It really depends on your playstyle. Arctic Air slotted with SOs (capped EndRdx and Confuse) is a good power that mitigates about 60-70% of melee damage . . . assuming you spend most of your time in melee, as it is useless outside of its range. Add in a teammate who draws aggro, and you won't get hit all that much. But you have to follow a playstyle of using a ranged control (Ice Slick, but Flash Freeze will work), then run in with AA running while your melee teammate beats up on the foes. Arctic Air becomes more effective if you can fit in the Coercive Persuasion "Contagious Confusion" proc. Then you can try to keep Confuse capped and stay near capped EndRdx, and you can probably fit in a damage proc, too.Also, about capping ranged defense to s/l.
Why cap range defense when we have our melee arctic air power?
At least that is why I chose s/l over ranged. But feel free to tell him if I'm wrong.
Or do you both not really use that power. Just take it for the IO's?
Depending on what you take from your secondary, an Ice/Kin should probably plan to take Shiver, too. Some other secondaries have an AoE slow or other control power, but not Kin. That gives you a second ranged control power . . . but the foes will be able to shoot at you -- they just won't be able to shoot again for a while. This is why Ranged Defense is effective. You can Shiver from range, shrug off a few shots, and then run in with AA to Fulcrum Shift and/or Glacier. -
I haven't noticed anything different, either -- except that some of the newer content (like the newer Posi TF) has designed stuff to neutralize invisibility. I'm guessing this is to keep Stalkers from having too much of an advantage.
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One really great combo is an Earth Controller and a Fire Blaster. Say, Earth/Rad and Fire/Mental. The Earth Controller will lock down large groups and apply -Defense, while the Fire Blaster can send out waves of AoE destruction -- all from range. Plus, the buffs and debuffs (especially -ToHit, -Resistance and -Recharge) from */Rad can really help . . . and Mutation and Fallout for the Blaster if the Blaster does what Blasters usually do.
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Quote:Wow, for somebody who doesn't post very often, that was pretty darn clever. A nice way to fit a square peg into a round hole.Hi there Deeply! The only way I can think of right now is to actually hit up the character copy tool for test server.
http://boards.cityofheroes.com/charactercopy.php
That should allow you to check each of the servers.
Hope this helps!
-Kai -
The new Inherent Fitness is something that has been asked for since the original Beta for the game. It is pure win. No downside to it at all, other than those few odd individuals who took pride in making a non-fitness build work. They don't have to respec, but all new characters will have the inherent Fitness.
A few folks have complained that we're not going to get more slots to go with inherent fitness. While extra slots would be nice, "complaining" about it is dumb. That's like if somebody takes you out to a really nice dinner, and then complaining that the person won't pay for a very expensive dessert, too.
We currently allocate slots among our various powers, including Fitness. You get the same number of slots, but you get three extra powers. You just have to make choices. Whether you spread around a few slots to the new powers, or choose extra powers that can be effective without slots is up to you. Mostly, I'm going to choose situational powers that would be nice to have but which I skipped due to lack of room. Rez powers. Leadership. Recall Friend. A second travel power -- sometimes Super Speed with a Stealth IO to act as full invis. Hasten for the few characters who don't have it.
For a few maxed-out characters (I only have a few), it will open up some nice options that they didn't have before. But overall, we may have to make some tough choices between "better" or "even better." -
For most characters, I plan on taking situational powers that I like but couldn't fit in under the current structure. My */Rad controllers will probably get Mutation. Several characters will add Recall Friend. Some may add Leadership.
However, Inherent Fitness might offer up some options to free up some slots. For example, if you take Maneuvers for an extra power on a soft-capped build, you might be able drop some of those 6-slotted sets that were needed for the IO set bonus. And since Maneuvers gives Defense to all, you might even be able to drop a slot or two from more than one power. Also, more characters will probably have Manuevers, so there may be less need to get all the way to softcap on team-oriented characters.
Frankly, I just don't get the complaints. I see nothing but good from this. -
If you decide to make him Invuln (which is an awesome set with a much better taunt aura than Willpower), you should look at Call Me Awesome's Guide to softcap an Invuln Tank. He suggests less expensive sets that still work, and I can tell you from how it worked on my Invuln/Axe that it is very effective. Invuln has high Defense AND Resists AND a self-heal for those few times that something gets through. WP has a mix of Defense and Resist and relies heavily on Regen, but a very weak taunt aura that makes drawing aggro a bit of a challenge. But WP may be easier to level up.
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Quote:Take a look at my Illusion/Radiation Guide, linked in my sig, even if Rad is not your secondary. It will explain a lot of details about Illusion and its attacks, including how to get benefit from the Illusory damage in Spectral Wounds, Phantom Army and Phantasm's Decoy.What attacks would be a good idea for an Ill troller to pick up?
The short version is that Blind is essential to set up Containment. Then Spectral Wounds. I strongly recommend Deceive early, but not everyone agrees. Another attack like Air Superiority is helpful leveling up, but it makes you go into melee -- not a problem for some secondaries, and usually not a problem if there are no other foes around and the one you are pounding on is Blinded. Once you get to the APP levels of 41+, then one of the single target blasts will let you have a great attack chain of Blind-Spectral Wounds-Blast-Spectral Wounds. Fire Blast is my favorite, then Ice, but the Blasts from the Psi and Primal APP pools work too. -
I really, really hate the new AI of Phanty going into melee. It is stupid, since he has no melee attacks. He is supposed to stay back and blast from range, using his decoy to draw aggro.
I have changed my playstyle to adjust, but it really slows me down if I want to stay safe and keep him alive a bit more. I have been staying at the edge of my range, hitting a few foes with Deceive, and then moving in closer to let Phanty cast his decoy. Once the decoy is cast and Phanty has aggro, I then try to move a little bit away from him (laterally, if there is room), but close enough for my heal to reach him. He seems to stay back more if I stay back more. Deceive definitely reduces the number of attacks he gets. -
I'd say it is a pretty poor build. In fact, I'd guess that this is a joke post. No Spectral Wounds or Deceive. Horrible slotting just about everywhere. Wasted slots. Almost no damage. And that's about all it merits.
EDIT: OK, I was a little cranky this morning. Sorry. (I have given sincere responses to joke posts before and felt stupid.) Oedipus Tex has some really good advice. Lewis has some good suggestions in his build, too. But this build needs some serious work. -
A lot depends on how you use your character. My Ice/Storm/Earth (He used to be Ice/Storm/Ice) is intended as a melee support character mostly. With Arctic Air providing a lot of my control, I don't need Recharge as much. Since I'm in melee a lot, Smash/Lethal Defense really helps. So I shoot for S/L defense and Recovery.
If you have a ranged controller, using Shiver rather than Arctic Air, then Recharge may be more useful to get those ranged controls up more often. On most controllers, Recharge is the most important bonus because the click controls need to be up as much as possible. -
I suggest you take a look at my Illusion/Radiation guide. I have a long discussion about Deceive and its uses. It is very effective to take problem foes out of the fight before it begins. Malta Sappers. Carnie Illusionists or Masters. Confuse a Rikti Guardian while standing next to him, and you can get a nice buff of AM.
Confuse a runner and he usually turns around and comes back. On a team and a foe decides to go after the squishier teammates? Deceive will make him turn around and rejoin the pack.
If you stack it enough, you can even Confuse an AV or EB so that he uses his "alpha strike" on his buddies rather than you. The reason I suggested replacing the Confuse rather than the Conf/Rech is that the Coercive Persuasion set without the Confuse is nearly capped for Confuse. More Recharge lets you stack it on Bosses and AVs a little faster.
Add the Contagious Confusion proc, and suddenly you have a new ranged AoE control power -- that draws no aggro. Granted, you can't know when it is going to hit, but I'm often amazed at how often a small group will all be hit by the confuse.
As for Combat Jumping, it is one of the lowest endurance cost toggles in the game -- it is almost nothing. And it gives you Immob protection and some nice maneuverability that doesn't suppress. CJ+Hurdle is pretty nice. I use it instead of Group Invis on my perma-PA Ill/Rad, and it is a nice addition. -
To answer your question -- Look for missions with Foes who have little or no Mez powers and mostly Smashing/Lethal damage. Those are easy if you are capped to Smashing/Lethal. Battle Maiden and Axis America missions are popular.
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Choking Cloud becomes much more effective once you get ED capped Hold in it, and the Lockdown +2 Mag proc works really, really well due to the unique nature of how Choking Cloud works. (80% chance for Mag 1, 50% chance for Mag 2 that can stack with the Mag 1. It adds another 20% chance for an additional Mag 2 to stack, which helps CC hit more often on Minions and Lts, and a chance to hold a Boss.) I make sure that I get capped Hold first, and then use the Lockdown proc before a damage proc.
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I don't currently have access to Mid's, but just looking at your build, I see a few things that could change. However, I can't check to see whether you have passed the "Rule of 5" for any of my suggestions.
Deceive: I'm a big fan of Deceive and take it at level 4. Regardless of that, I suggest you replace the Confuse with the Contagious Confusion proc. It turns Deceive into an occasional Mass Confusion. It is a great addition that I use in all of my Illusion Controllers that hit 50.
Snow Storm: Tempered Readiness gives a 3.75% Recharge from what I recall. If you moved some slots to Superior Invis, and put your one LotG Recharge plus 5 Red Fortunes, you can get 5% Recharge instead, plus cap EndRdx. With the LotG Recharge, that's 12.5% Recharge in one power. If you have room, you can do the same thing in Group Invis.
I'm not sure why you have the Zephyr in Fly -- you are probably already at capped flight speed without it. You can use that slot somewhere else. Now-a-days, I generally get by with a single Flight Speed in Fly.
In Phantom Army, 4 Expediant Reinforcements + the Soulbound Dam/Rech should cap you for Recharge and Damage. Put the Soulbound Chance for Build Up in that 6th slot. With three pets, it hits really often.
If you can steal some slots from a few places (2 from Hurricane -- leave the 4 Dark watcher, 1 from Fly, 1 from Phantasm -- see below), you can get 6.25% Recharge from Glympse set in Spectral Terror.
Phantasm: If you use 4 Expediant Reinforcement and an Acc/Dam Hami-O, you'll cap Damage with good accuracy on Phanty in 5 slots.
Lightning Storm: Putting a Devastation Chance for Hold is nice here.
Grant Invis: You already have SI and GI. Why not use Combat Jumping instead? -
Probably pretty early. Levels 1-12, slots don't mean much since I don't generally slot TOs. Levels 12-22 are typically tough for endurance, so I'll probably have it 3-slotted with DOs by then. The real slot crunch comes in the 20's when you have more powers than slots, but I would have had 3 slots in Stamina by then anyway.
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Quote:If he did he worded it like crap.
If Transfusion misses it's target, as with ALL powers in the game, nothing happens.Quote:While, that is of course true, there are some tricky exceptions where you mix to-hit rolls & auto-hits. Like Mud Pots, which has a to-hit for the damage, but an auto-hit debuff, thus the taunt effect is auto.
Of course Transfusion needs to hit for the debuff to take effect, but likely, and I'm thinking this was hurried typing during an AV fight, that the person meant, even if you're whiffing more than not, the debuff will likely stay in effect (20s), since Transfusion recharges very quickly. Really, as long as you don't miss 4 or 5 in a row, you're still contributing w/o healing a thing.
Then again, he just as likely wasn't paying attention any more than to make sure the Kin freakin' spammed his Transfusion for the -regen, nevermind the details as to why. I sometimes do this when the Kin on my team doesn't spam Transfusion against AVs and we have few other -regen powers on hand.
"Spam Transfusion!"
"Why? No one needs healing."
"-regen"
"But I'm missing a lot"
"Don't worry about it. Just spam it!"
Or the guy was just plain wrong about Transfusion not needing to hit. Also a possibility.
The other possibility was that his statements were based upon the fact that the -Regen lasts for 20 seconds. So, even if you miss, the -Regen continues until, hopefully, you hit the next time.
And, by the way, there are some auto-hit powers in the game. Radiation Infection and Enervating Field from the Rad secondary. Storm's Snow Storm. A tank's Taunt.