Local_Man

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  1. Here's how I like to do it on a team . . . but I play my Fire/Kin as a team-oriented character rather than a farmer.

    If the team has a decent tank or other teammates running in to draw the aggro, I let them do just that -- pause a sec to let them get the aggro. Then I decide if Flashfire is needed, or if the tank has drawn enough aggro. If no Flashfire is needed, I run in and usually hit Fire Cages unless a teammate has some kind of power that needs knockdown . . . I'm pretty sensative to that, having played quite a few that rely upon knockdown. If needed, I might use Cinders.

    As soon as I can and the foes have some kind of control, I hit Fulcrum Shift. Then often a heal. Then check to see if a boss needs to be held with Char, or then Siphon Speed and maybe Siphon Power if the group was small. While I stand in the middle, Hot Feet does its thing. I will selectively use Char, Transfusion, Transference, Fire Cages, and then Air Superiority, my APP attacks and maybe even the Vet attacks to contribute more to Damage.

    For the most part, I speed boost the entire team between battles -- once in a while, I'll do it while within the battle if I think it is needed. Speed boosting your team will do more to increase your team's damage than anything other than Fulcrum Shift. ID is only used when needed or if I'm feeling bored or generous.
  2. Quote:
    Originally Posted by Oneirohero View Post
    Only in city of heroes could a player be as closely monitored for new content as a developer :P
    That's only because her videos are at least as awesome as anything the Devs put out.
  3. Local_Man

    Can't decide

    Quote:
    Originally Posted by TroyHickman View Post
    Maybe he CAN'T be a villain by virtue of the fact that he's clinically insane.

    Hence the phrase "Reaper Madness."
    /em golfclap

    There is a pretty good book by Piers Anthony, On a Pale Horse, with the Grim Reaper a/k/a Death as the hero. At one point, he goes on strike, and all those people who have suffered life-ending injuries and illnesses continued to suffer. I would say that doing your duty that ends suffering, as unpleasent at that duty may be, could be considered heroic.

    (On a Pale Horse is the first book in the Incarnations of Immortality series . . . unfortunately, the first book is the best.)

    You could also use the the show, Dead Like Me as a basis to say that a Grim Reaper is a hero, mostly.
  4. There are some great titles in this thread already. I also love Strangelove and I Have No Mouth But I Must Scream, Harlan Ellison's disturbing story.

    I always liked Robert A. Heinlein's book, Stranger in a Strange Land. This was actually the publisher's title, and Heinlein's own title was also pretty good: A Martian Named Smith.

    The recent movie: The Men Who Stare At Goats

    Another book with a memorable title, based upon real events in Savanah, Georgia: Midnight in the Garden of Good and Evil

    A couple of songs by Queen: Another One Bites the Dust and Bohemian Rhapsody
  5. Quote:
    Originally Posted by Warkupo View Post
    I don't actually use either on my Controller. Snow Storm was useful in earlier levels before I had more reliable controls, and 02 boost has just never been useful to me. If I'm doing my job right, they won't need to be healed. I would almost say 02 Boost is detrimental in that if you are trying to focus on keeping someone afloat with your subpar heal, you aren't able to reliable control the spawn, which is causing far more damage then you are preventing.

    You need Snow Storm even less because of your primary, but if I was going to pick one or the other it would be Snow Storm. You'd probably be better off just picking something else entirely, though.
    Nice to know that you are so fantastic at controlling that nobody on your teams ever takes any damage or gets mezzed . . . including that crazy blaster you picked up who keeps running into melee before the tank gets there.

    Me, I'm not quite so perfect all the time. O2 Boost is a wimpy heal . . . but it is enough to keep your pet alive at times. It is enough to heal your pet or your teammates between missions when you would otherwise be standing around looking at his red healthbar. It is enough to take away the stun a teammate has after using a wakie. (In fact, I have used O2 Boost for a teammate who uses a wakie near some foes . . . timed properly, it is faster than popping a Wakie and then a Break Free.) It is enough to add a little bit of Endurance Drain resistance to a teammate when dealing with Carnies.

    Sorry for the sarcastic tone, but the "you shouldn't need it" tone is a little bit irritating. O2 Boost has several uses other than its wimpy heal. I find times that it comes in handy, even if I don't need it most of the time.

    And Snow Storm? Since my Ice/Storm relies upon Arctic Air most of the time, I don't use it that much. It becomes my way of handling a group bothering the rest of the team when I'm up with the melee guys -- especially if I just used Ice Slick. But on the ITF, I use Snow Storm a ton on those EBs and AVs . . . who resist most controls but not slows.
  6. My understanding is that the run speed cap is 90% slow, and the Recharge reduction cap is 75%. From City of Data:

    Snow Storm gives 62.5% Run speed and Recharge debuffs

    Shiver gives 81.25% to both Run Speed and Recharge debuffs

    Arctic Air is 62.5% Recharge, 81.25% Run Speed

    So, Shiver alone will cap Recharge. Any of them will cap run speed with one slot of slow. Obviously, any two of them will cap both. I personally would not see the the need for all three.

    Is perma-Hasten really that important that you would give up a way to heal your pet? Heal teammates and break mez? If it is, then take the three slow powers.
  7. Quote:
    Originally Posted by JD_Gumby View Post
    Wrong section.

    And it doesn't matter which side you're on or which you started on - you get full access to the Epic power pools. Still have to be a full Villain to unlock the Patron pools, though.

    As for which Patron pool to go with, going Mace Mastery gives you two more powers to mule LotG +7.5% recharge (and perhaps even use!), though it would greatly lower your personal offense a fair bit compared to, say, Ice Mastery (which you get a nice blast, 1 LotG mule, and a nice AoE rain).

    [if my Ill/Rad/Ice went Mace - and I just unlocked the patrons last night - I could go with LotGs in Superior Invisibility, Combat Jumping, Maneuvers, Scorpion Shield and Personal Force Field instead of his current SI, CJ, Man, and Frozen Armor; sitting at 90% global recharge - need mooooore! :]
    Take a look in my Ill/Rad guide. Near the end of the thread, I posted my current Perma-PA build, which only uses 3 LotG Recharge IOs (in Hover, SI and CJ) and one set of 5 purples (confuse). It might give you some ideas on how to increase that Recharge a bit.
  8. Thanks for the kind words about the guide. I hope that it was helpful.

    Unfortunately, I don't have any experience with the PPP sets for Dominators . . . I still don't have a dominator up high enough to get a PPP set. However, the problem I see is that they do not have the single target blast to make the highly effective attack chain of Blind-SW-Blast-SW. I prefer Fire and Ice APPs, but Power and Psi will work for this attack chain. Adding that one blast will substantially increase your single target killing speed.

    I suggest you look at the build that I actually have currently, which is posted a ways down in the thread for my Ill/Rad guide. I know it is very effective. Then you can try making changes from there to fit your own playstyle.
  9. Quote:
    Originally Posted by UnicyclePeon View Post
    Hmm. That's a good point, but it makes me lean the other way ... towards Snow Storm.

    On some teams, I operate purely at range. In that event, it would be nice to stack 2 slows without having to enter melee range. On other teams, I enter melee. In that event, it would be nice to stack AA with Snow Storm (toggle on a target in melee). Moving out a bit to cover everyone with shiver would be awkward.

    So I should probably go with Snow Storm.

    Ah well, I'll dwell on it and then decide this weekend (when I have time to do a respec).

    Thanks,

    Lewis
    Do you really need to STACK slows? Isn't one ranged slow power pretty much at the runspeed and -Recharge cap? On my Ice/Storm, I use AA all the time, and only pull out Snowstorm when I need to handle a group at range . . . it doesn't get used all that much, except during the ITF, when I throw it on all the EBs and AVs.

    Personally, I like SS over Shiver on my Ice/Storm because of my playstyle -- I throw it out at range, and then I can focus on the foes around my melee teammates without worrying about it. I'm familiar with Shiver, since my first level 50 Blaster was an Ice/Ice who uses Shiver constantly. I like to have O2 Boost for Jack and to pull teammates out of stuns -- I think it provides more benefit to me than Shiver would.
  10. Since you have both Shiver and Arctic Air, I would lean towards O2 Boost over Snow Storm. On my Ice/Storm, I picked Snow Storm over Shiver, but 2 slow powers is enough -- one PB AoE and one ranged.
  11. Quote:
    Originally Posted by JusticeisServed View Post
    I'm at work right now so I can't really access cohplanner.com
    But is the current build on there for mids including electric control or is there another download "fan database?" type link for it?

    I just made an elec controller, (elec/kin) but I want to play around with some of the other things to couple to it instead..


    *NM Found it*
    The most recent build of Mids includes Electric Control.
  12. Quote:
    Originally Posted by vernichterhelge View Post
    what would you consider for a guy who has already enough /rad chars but wants to play an elec troller
    Enough? You can never have enough! (Looks at his stable of 2 Ill/Rads, 2 Fire/Rads, Plant/Rad, Earth/Rad, plus low level Ice/Rad and my new Elec/Rad.)

    Because Elec is can be a melee-centric character, */Kin is a good option. However, any pairing will work. I generally think of TA as a ranged set, but you can play it melee. Storm is always fun, but Storm has a lot of powers that will conflict with your controls -- it will be a challenge to make an Elec/Storm effective, but with the right strategy, you can do it. Cold, Therm, Emp, FF and Sonic can add a lot to any team, and let you buff teammates before the fight.
  13. Quote:
    Originally Posted by Local_Man View Post
    It is a Targetted AoE patch that pulses sleeps, much the same way that Earthquake pulses knockdowns . . . but Sleep gets Containment. I think in some ways it compares to Spectral Terror -- if you attack the foes, they wake up to do one thing before the next pulse puts them back to sleep.

    It was really thoughtful of the Devs to make the damage for the AoE Immob all up front damage rather than DoT, since the DoT would wake them up on the sleep patch for every tick of damage. Instead, they wake up when the power is applied, and then go back to sleep again. Furthermore, since the Aura does no damage, it does not wake up the foes, so you can drain their endurance while they stand there snoozing.

    I have found Static Field to be one of the better AoE control powers in the game.
    Quote:
    Originally Posted by MaHaBone23 View Post
    It's a real bacon-saver, to be sure. I wonder if it gets less useful in the higher levels as more of your teammates will uncork streams of AoEs, but I love it so far. My only complaint is that the graphics can be a bit seizure-inducing, especially if you have more than one Elec/.
    Last week, a buddy of mine and I were duoing my Elec/Rad controller and his Elec/Elec Dominator . . . at level 13. He was actually herding up ghouls into a group, and then I would hit the entire group with Static Field. Beddy-bye time for the entire group. We both walked in with Conductive running and hit them with Fences, waited a sec for all the endurance to drain, and then hit a steady stream of Fences and Jolting Chain while he used his attacks to take them down one by one. With just a little bit of Recharge, Static Field was up just about as fast as it expired.

    We were both amazed at how effective this was. Killing speed wasn't all that fast, but we came out of killing a huge group of foes with full health and endurance . . . at level 13. That convinced me how effective this combo can be.
  14. I think Duck L'orange is back in the game after being gone for a while. I also think he was the author of CoHLCD. You might want to send him a tell.

    (I used that program for a while . . . until my kids decided that my G-15 looked better with a variety of beverages spilled in it.)
  15. All of the villains in Scooby Doo. They always have these silly complex schemes, where they could make a lot more if they used their "scary" techniques somewhere else, and they always get caught by those darned kids. Idiots.
  16. Quote:
    Originally Posted by KILLA_G View Post
    But dont they break out of the sleep if you attack? Why is it so good?
    It is a Targetted AoE patch that pulses sleeps, much the same way that Earthquake pulses knockdowns . . . but Sleep gets Containment. I think in some ways it compares to Spectral Terror -- if you attack the foes, they wake up to do one thing before the next pulse puts them back to sleep.

    It was really thoughtful of the Devs to make the damage for the AoE Immob all up front damage rather than DoT, since the DoT would wake them up on the sleep patch for every tick of damage. Instead, they wake up when the power is applied, and then go back to sleep again. Furthermore, since the Aura does no damage, it does not wake up the foes, so you can drain their endurance while they stand there snoozing.

    I have found Static Field to be one of the better AoE control powers in the game.
  17. Local_Man

    Elec/Kin

    I tried an Elec/Kin on Beta. In many ways, it is similar to an Ice/Kin -- low damage, so your Fulcrum Shift doesn't have all that much to buff. Most of the damage came from the Gremlins, so it is very, very slow to solo. There is very little damage in the main powers. It will be a good team controller, but compare it to an Ice/Kin rather than a Fire/Kin -- after 32, you can solo, but it won't be fast.

    (In fact, the aura originally had damage, and it was deemed to be too powerful so the damage was dropped.)

    I decided I preferred the combo of Elec/Rad, mainly because of the synergy with Choking Cloud. Combine the Immob+Endurance Drain+Sleep Patch with Choking Cloud, and you have awesome crowd control -- but it mostly relies upon the Gremlins for damage.
  18. Because Electric has a PB AoE toggle power, it is a set that works well with Choking Cloud -- like Fire and Ice. Immob+EndDrain+Choking Cloud = entire group incapacitated. Also, like Fire and Ice, Elec has a Targetted AoE power to handle the alpha, before running in with the above combo. (Actually, Elec has two in Static Field and kind of in the chaining confuse.)

    Plus, the combo of AoE Immob + Radiation Infection is almost a hold.
  19. Quote:
    Originally Posted by JLane View Post
    Thank you, to the both of you, for your replies. I had previously leveled a Warshade to 14 during my last stay in CoH, and I'm honestly thinking of just rerolling one to get a fresh start.

    One of the main things that I struggled with was the fact that I was used to playing my Claws / WP scrapper. I don't know if you guys have much experience playing scrappers, but I could essentially walk into a group of 4-10 enemies or an Elite Boss or practically anything and completely tear them to shreds.

    I'm sure that will come with time with a Warshade, but I feel like the class is so incomplete at level 14! My strategy had pretty much been to hop into a pack, pop sunless mire, shift to nova, line up my AOEs, single target the stragglers. This seemed to work decently well, but it was a bit of a crap shoot...Some enemies would just tear me apart since I had practically no defenses.

    It is exciting, yet daunting, but I hope I can just plug into the Warshade playstyle and not look back.
    You can't really get the experience of playing a Warshade until at least 22. What makes them so good is the versatility, combined with the huge ups and downs of the buffs from live and dead enemies. Basically, it is a roller coaster and uses a lot of strategy.

    At level 20, you finally get Dwarf form, and you can be a scrapper/Tank, jumping into the middle of groups to go toe-to-toe with 4 attacks. Then at 22, you get one of the best Warshade powers, Stygian Circle. From there on, most of the powers you get will lend themselves to a new strategy, a new way to play your character.

    Yeah, slots are tough to find. Personally, I slot up the forms because I use them a lot, and find myself flipping in and out of forms.
  20. Plant/Rad is a pretty loose build, since Spore Burst, Spirit Tree and Entangle are pretty optional. I was able to fit Mutation AND Assault & Tactics in mine.

    Mutation is a nice power, but easily skippable in today's game with all the rez options.
  21. Quote:
    Originally Posted by Brakner View Post
    I haven't really played my Ice/Emp for a few years so I thought I would dust her off and switch her to villain for a MU pet and I noticed that Jack is having brain farts in melee. He gets focused on one attack and one attack only, if its the 4 second Ice Sword thats fine , but if its the 10 second Greater Ice Sword or the 20 second hold it really really sucks. He just stands there doing absolutely nothing waiting for that one attack to cycle.....Whats up with that?
    I haven't checked my Ice/Storm or any of my Earth Characters since GR hit. A few issues ago, the Pet Recharge nerf was added specifically because pets were failing to cycle their attacks -- they would often get stuck with one attack, sometimes the ranged one. The excuse given for the nerf was that the Recharge seemed to be affecting the AI to cycle attacks, so they eliminated the ability to give Recharge to pets. After that, the pets seemed to be cycling their attacks.
  22. Quote:
    Originally Posted by Durakken View Post
    I haven't watched it yet, but it's on my Netflix queue along with the movie... I'm trying to get through...

    Xena s2-5
    The Batman comics i've listed elsewhere
    Lois and Clark: The New Adventures of Superman
    Dr. Who episodes
    And Weaponology (so far it's interesting...go watch it on netflix)
    and Firefly...

    and Superman comics are on list of things to watch soon too...oh and finishing the 2003 TMNT series that I caught up to ans stopped watching...and TMNT comics... and still have the other half of Power Rangers to watch and

    there is just too much...

    btw... movie or series first?
    I'd put the Firefly series ahead of all of that. Then the movie, Serenity.

    Like the OP, I was late to the party. Never got around to seeing the show when it was on, and have regretted it . . . but it is pretty nice to see the entire series without having to wait between episodes.
  23. Quote:
    Originally Posted by Simon W View Post
    Hi!

    I recently started playing CoH/CoV with a friend of mine who's playing a Controller with Gravity Control and Force Field.

    I always wanted a Storm Summoning type after I saw it being summoned in the starting area for CoV.. However, I'm having a hard time deciding between a Controller myself, or a Defender type.

    Since I'll be playing with another controller, will it be redundant with two? I love the idea of two pets (Jack Frost and Lightning Storm), and I also like that we both benefit from Containment..

    On the other hand, a Defender get Vigilance with it's endurance reduction, BUT it seems to depend quite a lot on the # of teammates, and since we will almost always duo (only two), I don't know how much impact that endurance reduction really does?

    Basically, is a Controller + Controller over the top? And might Controller + Defender be a better option? I'm leaning more to the Controller part myself, but I thought I'd hear from you first..
    Two controllers are good . . . depending upon the controllers. Two Fire/Rads are a wonderful pair. Two Illusion/Rad or Illusion/Storm or Illusion/Trick Arrow would be great.

    Ice is the lowest damage controller primary, just slightly lower than Earth and Electric. Its only damage worth mentioning is its single target hold, its single target Immob and its pet. It provides great control/support, especially for larger teams. Can you solo with it? Uh, yeah, but very slowly. My Ice/Storm at 50 can solo, but even with vet powers, the late storm powers and the APP powers, it still is pretty slow.

    I would say that an Ice/Storm can make a good teammate with a high damage melee partner, especially if you take Arctic Air. As for your question, I'd recommend the Storm/Ice Defender.
  24. Just so you know . . . Mind is a good primary to solo early on. It has four great single target controls, three of which do damage. The early attack chain of Dominate-Mezmirize (slotted for damage)-Levitate does good single target damage in low levels. You finally get some somewhat weak AoE damage from Terrify. After that, you get good AoE controls, but Mind is weak on upper level damage.

    I have taken a Mind/FF and a Mind/Storm into the 40's, mostly solo. Just when other controllers are getting a big bump up in damage from their pet at 32, Mind gets an increase in AoE control from Mass Confusion. The confused foes do some damage, but I find that it does not make up for the pet.

    Mind is a very powerful primary, and it really doesn't need all that much from the secondary. Mind/kin should be a good combo -- my buddy has one at 50 that I teamed with most the way. But in those upper levels, you'll want to team more than solo.
  25. But I know that I have perma-PA when my "combat attributes" shows Recharge as 206% . . . I have never really tried to use the in-game numbers to confirm the recharge on PA, because I know it works.

    I never tracked my recharge incrementally. I went from a standard build with some decent recharge to saving up all the stuff I needed for the final build as my second build -- I still have the old one. What others have said about how additional recharge does less and less is certainly true . . . adding much more recharge does very little and costs a ton.

    I'll take a look in game to see what it says on the recharge for PA . . . but I suspect that those numbers only reflect the recharge in the power itself and not the global recharge. Easy to test -- run it once without Hasten and/or AM, then run it again with them.

    Edit: I went and checked: My recharge in PA shows 2 min, 2 sec. Then I hit Hasten and AM, no change.