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Posts
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Joined
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Is the damage done by a proc increased by damage enhancements in the same power? I thought not, but MIDS seems to say they are.
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The only thing I'd question in your build is your slotting for freezing rain. You're enhancing a lot of things that don't need enhancing - accuracy, defense debuff, slow. This power is also not the place to save on endurance, IMO, which is affected by three of your four enhancements. I'm a believer in putting as many damage procs as possible in freezing rain, particularly since P/S is all about pouring out the AoE damage. This power deserves six slots - 4 procs and two recharges make it pretty beastly - rather than slotting for the incidental stuff you're slotting for now.
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Kudos to the original poster for a very interesting guide. I've been playing Mind/Cold, and I've gotten a lot of good ideas out of this, such as slotting for Sleet, order to use Confusion, etc.
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Hey Nighthawk, suppress your enthusiasm about Mind, ok? I took it because it's NOT fotm. Just tell people 'it suks - no pet!' Then we can go back to quietly playing one of most versatile and fun control sets out there without a lot of competition.
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Quote:I agree and would add another point - an IO can not only be as good as stealth but actually BETTER - if one is willing to spend to extra $ on the jumping IO then you can slot it in Combat Jumping and get stealth without paying for a high stamina toggle like Stealth (or even Sprint).The Stealth IO isn't that rare, I didn't think. I've never had trouble getting it for a level 50. The Jumping one might be hard to come by, but Celerity +Stealth is pretty common, not that expensive, and you can slot it in Sprint.
I can sort of see an argument for why Stealth isn't terrible for everyone. I'm in the camp that thinks that any *entire power* that's replaceable by an IO kind of sucks tho. -
I've been playing a Mind/Cold the last month, and I have to see it's probably been the most fun toon I've ever played. One thing that's nice about the combo is that with Mind, you want to take most every power as it comes up, and many of Cold's best powers come later on, so you can emphasize your mind powers early and take the great cold stuff (Sleet, Heat Loss) late in the build. If you want to get the ally shields early I can see the build being very tight, especially early.
I have a love/hate relationship with TA - I love the look of the powers, and I love them strategically, but for a Corruptor or Defender, the set is just inexcusably weak. I've never played it on a Controller, where it looks much more respectable, especially since it has some good controls that get Controller durations. I would go Mind/TA if you want to be the undisputed master of control. EMP is probably the best hard control in the entire game, with its range, huge duration, big AoE and no accuracy penalty - it's limited only by recharge. Oil Slick Arrow and containment looks like pure win, adding some big AoE damage that mind really wants. Ice arrow obviously gives you yet another hold. Just don't take TA and think you will be a master debuffer like a Rad or Dark, because TA's debuffs are frankly mediocre - not terrible, but not as good as debuffs in other sets.
I think both Cold and TA would be good for Mind - neither has healing, but that's really not a necessity unless your team needs a healer - if you personally are taking any significant damage with Mind, you're probably doing something very wrong.
I'd enjoy seeing what Fire Minded actually created and how he's doing... -
You may want to reconsider your profession before you embark on the road to perdition. As Joseph Hamilton notes in his 1829 pamphlet 'Reflections Upon Dueling; Outline of a Court for the Adjustment of Disputes', dueling ultimately violates every principle of Christendom. Though a gentleman must deal with the lack of an adequate security against a challenge to one's honor, and though churlish behavior abounds in today's uncivilised society, and though even members of the clergy have historically partaken in the practice of dueling; nonetheless the practicing Christian must surely regard dueling not as a necessary evil but as an abomination whose time has thankfully passed. Drop the dueling pistols good sir, and find a more Christian method of adjudicating your disputes.
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I think I'll vote for scare. A level 35 blaster taking a single-target, 8 second fear power seems to be pretty much the height of suk.
Like, I got my nuke at 32, but it's scare at 35 that I've been really waiting for. -
Deus, thanks for the reply! Yeah, I can't see not having build up - if any combo was made for it, it seems like WM/SD is, given shield charge and WM's solid burst damage.
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Lot of crickets on this one, so I'll give it a bump. I'd like some answers myself, since I too have recently rolled a Mace/Shield, and don't my butt from a hole in the ground here, and there seem to be a lot of tough choices in this build. I'm also probably bailing on Grant cover, since I tend to solo most of the time.
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As someone who has returned to the game after a few years off, my experience has also been mostly positive. True, I like to gripe about some class balance issues (Trick Arrow), but in general I'm impressed at the effort they're putting in. From IOs and the Black Market/Wentworths, the addition of new power sets, missions, animations, you name it, this game has evolved and grown positively more than any other MMO out there.
And while the balance isn't perfect, I will say that this is a game that basically has about a thousand different classes, if you count each power choice combination separately (and you should, since they all play so differently). Balance in a thousand combinations is a practical impossibility, but CoX is close enough to have it be fun. And those thousand combinations keep the game endlessly enjoyable - no one has played them all. -
I nominate a power choice instead of a specific power. I'm doing this because one can opt not to take the crappy powers nominated thus far. But when you have a choice of two powers at level one, and they're both bad, you've got a lousy power permanently, no matter what. Thus, my nomination is:
Entangling Arrow/Flash Arrow
In Trick Arrow, the suckitude isn't optional! -
Quote:I'm envious you've got the time to run all those TFs! Alas, 7.5/LotG's are rather a distant dream for me, for now.I have a 50 /Storm and 50 /Cold and love both sets. Of the two, Cold is the one I'd want around for an AV fight.
In terms of expensive high level slotting, keep in mind that Cold's shields plus Arctic Fog plus Ice or Earth armor can all be slotted with Luck of the Gambler +Recharge for a total of +30% Recharge netted from those powers at the cost of just one slot per power. It's expensive but I managed to do it by running Task Forces and using merits. I call my Mind/Cold the "task force buster" as he specializes in stealthing, stealing glowies (e.g. the sleep and grab tactic), and debuffing end bosses.
Storm is also great, and probably the better set at soloing for most normal situations. The kind of soloing it does isn't the farming variety though. It's just compotent at completing missions.
BTW, with Mind Control one APP to look at is Primal. It doesn't have a Defense based shield for you to slot LotG in, but it does have Power Boost. Power Boost combined with Mind Control is something to behold. Looking at my lvl 50's slotted Confuse power, the duration of Power Boosted Confuse is 123.4 seconds on a same level enemy. That's TWO MINUTES that the enemy is out of the fight! And you can cast it from invisibility.. and it ignores positional defense... and. .. and... really I think I have to pass out.
123.4 second mass confusion is hilarious - I do have to wonder if it's entirely necessary. It's hard to imagine a spawn that can't be dealt with in half that time, especially when the spawn is helping out by killing itself. It would make a good Youtube video though, watching two minutes of spawn v spawn carnage, and it would certainly give time for an unhurried pee break. -
Quote:Since I solo most of the time, I come from a different perspective on this. Mass Hypnosis can be fairly useless in many groups, but solo it's the set defining power until you have Mass Confusion fully slotted out. Its duration and recharge are much better than practically any other hard AoE control (and solo, it is a hard control), so that it can be perma'd very easily, which makes soloing a breeze.Mass Hypnosis is pretty weak as AoE control unless you are solo -- I mainly use it to set up containment for Terrify. If you don't like Snow Storm, that's fine, but it is worth mentioning. Snow Storm has its uses -- for example, in the ITF, those guys resist a lot of control powers, but are substantially affected by Slow powers -- My Ice/Storm is one of my favorite controllers on that TF. Snow Storm on the many EBs provides a huge benefit.
As far as SS goes for EBs, it's helpful, but Cold has even better debuffs to nerf them back into the stone age - Infrigidate, Benumb and Sleet - that Snowstorm is a bit redundant in that role. And when I'm soloing an EB, I also don't want the Endurance drain of an expensive toggle either. This is a place Cold is simply better than Storm, I think - single target debuffs - though Storm more than makes up for it in other areas.
As I noted, I can see using SS at low-mid levels in groups, but since I primarily solo, I have a radically different outlook on Mass Hyp and SS. -
I don't think mind lacks AoE control early on - it gets Mass Hypnosis at 8. I'm not a huge Snowstorm fan, particularly on Controllers. You could take it if you team a lot and your team wakes everything you sleep, but even then I'd respec out when I got my other AoE's later on.
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Quote:Storm's a great set!I don't disagree, but this should be "two of the same great powers", not "the same two great powers". Your phrasing implies that there are only two great powers in Storm, which isn't true.
I completely agree it's got other great powers and a good argument can be made that it's better than cold, particularly solo.
That being said, I do think that Freezing Rain/Sleet is the absolute crown jewel of both sets - I personally would place it among the top 5 overall powers available in the entire game. -
I'm going to come right back and argue for dumping PGA on any controller. PGA isn't yet another form of AoE control; its a low percentage damage mitigation power that doesn't really have high enough numbers to be worth it on any but a defender. Why take away a small percentage of the damage when you can prevent them from attacking entirely with one of your many AoE controls?
And if it's a choice between PGA and Glue Arrow, I've found Glue Arrow to be MUCH, MUCH better. The -recharge on Glue is as much as the -damage on PGA, and in practical terms I find the mitigation better on Glue since stuff tends to wander around trying to get out instead of attacking sometimes even when recharged. Add in the huge slow component which prevents spawns from using melee attacks on you, it seems to me that if you're taking a mitigation power which isn't a hard control, Glue Arrow works far better than PGA.
The only way I'd even consider taking PGA is I played on teams that are taking on 300 guys at once; then take I might take Glue Arrow and PGA both in addition to a million AoE controls. -
Quote:I'm also playing a Mind/Cold and loving it. Strangely enough, one reason I like it is that cold as a soloer (mostly) is that it doesn't demand you take a lot of its powers early - you can concentrate on getting all the mind powers early, along with essential pools, and then you get all the great cold stuff 28-38. Cold fills the possible solo controller hole of difficulty vs. AVs/EBs who can't by mezzed by giving you fantastic debuffs, as well as the same two great powers storm gets, as well as a great endurance tool at high levels.The beauty of Mind/Storm or Mind/Cold is that you can combine the mist powers they get with Super Speed for PvE invisibility. You can then, if you want, slot a Stealth IO to help with things that see past that (like those floating Rikti robots).
An invisible Mind Controller is just plain scary in PvE. I pretty much only team, so that's where most of my experience comes from with that. In the late game you basically can turn any team into a winner because of your unmatched ability to pepper enemies with mezzes before pulling aggro. And if you're ever worried that they'll defeat each other before the team arrives to beat them up, you can even sleep them all without pulling aggro either. Storm probably uses too much endurance to stay perpetually in Super Speed, but my Mind/Cold is easily able to stay hidden because of Heat Loss.
Storm would be great also - in fact the beauty of mind, and one of the reasons I love it so much, is that it has so many controls, and does enough damage, that it's self-sufficient - you really can go with whatever secondary appeals to you and not worry so much about relying on your secondary to plug a lot of holes.
True, there's no pet, but you have more than enough mass control by 32 to handle almost anything, and with Terrify and some epic pool damage powers (I like cold for the theme with the cold secondary and the additional AoEs), damage isn't too bad. -
I think with earth vs. mind aoe, a lot of it is which controls you feel most comfortable using - the two sets have such different kinds of aoe controls that it's a bit of an apples/oranges comparison, and I tend to be more comfortable with mind's one-shot, harder controls (I don't like funky controls too much - I don't use telekinesis). I certainly can see someone with a different temperament liking Earth much better.
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A couple points:
- whoever said they don't have EMP, please don't follow their example. EMP is one of the two main reasons to take TA (along with oil slick) - it's the crown jewel of your AoE control. 6-slot it and love it.
- PGA is something you can skip. For non-controllers, it can be useful, but for you, you should be holding stuff, not putting a small nerf on its damage. Yes, there is some benefit for fighting the big stuff, but other sets do this kind of debuffing better (Benumb for instance).
- Flash Arrow? Maybe. Sure, you can use it on big spawns to help your team a bit, but some of what I said regarding PGA applies - as you come into your powers, you'll be controlling big spawns, not knocking a few percent off their to hit. If you've got extra power slots, fine, but if there's something you really want, don't pass it up for this.
Finally, Earth isn't the undisputed king of AoE control - Mind also fights hard for that title! -
Quite right. My planned claws/invuln brute, Popo the Dancing Bear, had to be put on hold indefinitely when nothing I tried could make a good looking Purple Polar bear. And add options for a beanie, elvis glasses and a gold chain while you're at it, cuz Popo is going to be stylin'.
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I think the Brute/Corruptor combo would be excellent for the damage output you're looking for. A Fire/Dark Corruptor and a DM/Fire Brute would be an interesting pairing.
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I'm sure it's been brought up plenty of times, but I see no reason that Poison couldn't be ported over for corruptors. Henchmen powers could become ally powers, and it seems right in line with what corruptor secondaries should do. Blueside, it would probably also be a fine secondary for controllers, though some would complain about heroes using an "evil" power set.
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Quote:A scaled back version of TA is certainly possible; however, if OSA ever makes it in a blaster set then it's probably time to quit this game.Bow Manipulation
- Entangling Arrow (As Trick Arrow)
- Archer's Kick (Melee High Damage)
- Build Up
- Ice Arrow (As Trick Arrow)
- Focused Accuracy (As targeting drone)
- Sleep Gas Arrow (Sleep)
- Archer's Roundhouse (Melee Superior Damage)
- Oil Slick Arrow (As Trick Arrow)
- Archer's Spin Kick (PBAoE; High )