MentalMaden

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  1. Yes Ben, but I don't believe earthquake is one of the best powers in earth/ice. That is where we differ and will probably have to agree to disagree. As I said, knockdown patches are over emphasized in my opinion.


    Sleet is one of the best powers and that has absolutely nothing to do with knockdown; that's just icing on the flippyfloppy cake.

    And Sweet has a very good point, the debuffs alone on earthquake can warrant application even when flopping won't happen. It will also catch any stragglers.
  2. Quote:
    Originally Posted by Ben_Arizona View Post
    By a "real control", I mean that it does not reduce the enemy's ability to take action on its own.

    You call Stone Cages the only AoE control that will be up every group, and then you immediately talk only about using it in pairing with Stalagmites. In my eyes, this situation has Stalagmites applying the actual control element, with Stone Cages being used to minimize side-effects of Stalagmites. While Stone Cages does this very well, and I do not deny that it does this very well, I feel that Quicksand does well enough in this regard given that Stone Cages is not otherwise a very good power. If you do not feel that Quicksand minimizes the effects of Stalagmites well enough, then certainly go ahead and take Stone Cages.

    (You may not think that Quicksand or Snow Storm is otherwise a very good power. This is of course your personal taste, and de gustibus non est disputandum. For my part, I find their debuffs much more useful than a little extra wander reduction on Stalagmites.)

    MentalMaden, you say that "too much emphasis is placed on the flippy floppy powers". This is because the typical practice, as Local_Man describes and my experience reflects, involves alternating between Earthquake and Stalagmites as an opener control on a fast-moving team, and while flippy-floppy is a nice side-effect for Sleet it is the basis of Earthquake's control aspect. Emphasis is placed on the AOE knockdown because one of Earth's two fast-recharging controls is an AoE knockdown field. For my part, I feel too much emphasis is placed on nullifying the wandering from stun, but I at least acknowledge that someone who finds that more annoying than Quicksand can handle will be seeing it often enough that I can understand wanting to do more about it. Saying that an earth/cold puts too much emphasis on his knockdown fields is like saying that a plant controller pays too much attention to Seeds of Confusion and Carrion Creepers: it's because they're critical powers you'll be using a lot.

    Edit: I should probably clarify something. I tend to see a lot of people's advice being that Stone Cages is essentially mandatory for an earth controller because otherwise the wander from Stalagmites is unmanageable. I did take the immobs on my earth/cold, but I found from personal experience that the wander was greatly mitigated by Quicksand, to the extent where I stopped bothering to use the immobilize after Stalagmites if there was a quicksand patch. Since Quicksand applies a large defense debuff, I use it very often, and eventually ended up just going with a Quicksand + Stalagmites combo instead of Cages + Stalagmites. At that point, I was using the immobilizes solely for -fly and extra damage, and the extra damage contributed was not terribly significant, even slotted for damage. I started using Snow Storm for -fly instead, and eventually respecced out of the immobs entirely. I have not missed them. I do not say that no earth controller should ever try taking them, but they are also not nearly as mandatory as they are made out to be, nor is Snow Storm as low-tier a power as people like to make it out to be.
    1. Nowhere did I say I didn't like either QS or SS. QS for the def debuff alone is an important power. I'd never say it's not.

    2. I'm not as worried about the wandering of stun as I am keeping any enemies in a tight group for aoe damage types to come in and finish off the group. With aggro management....i.e. not just spamming cages willy nilly and having good solid melee teammates to soak the aggro: cages does just fine.

    3. My experience with controllers is pretty extensive, too. Not sure if you were implying that it might not be. My favorite powerset is earth control and I know it quite well.



    [Below is my take on kd powers not directed to the above quoted poster specifically]

    If you've seen me post in the controller forums before, you'd know that I've been very consistent in my lack of awe of knockdown powers. Yes, I realize they are effective. Yes, I use them. What I don't do is get my panties in a bunch if I have a teammate who has powers that negate some of mine. Part of any playstyle and build should be adaptability. All you need is one teammate with heavy knockback and kd powers are pretty much useless. I contend that you need more tools in your toolbox to adapt. Instead of getting all worked up about a teammate that has heavy kb OR one that has -kb, why not have something to work with them instead of against them. It was very trendy a few years back to get all hot and bothered if a controller took -kb powers because god forbid they negate some poor ice controllers ice slick (or other like power). In the end it doesn't really matter as long as the job is getting done, the enemy is dead and the team is having fun. One power shouldn't make the rest of a team walk on eggshells so the poor controller doesn't get their feelings hurt that it wasn't their kd power that "did the job". Stomp/Clap (stun + immob) is just as effective a form of control (I'd argue even better), why is kd so much more important? Again, I'll stress that does not mean I don't see the value in those powers, that I won't use those powers and that I won't do everything in my ability to allow those powers to be effective. Why? Because I have the tools in my power selection to be adaptable. If you don't have a build that is somewhat adaptable, then I don't think it is as effective as one that is. That is all I'm saying.
  3. If it were me, I'd take out the purple proc and add an Acc IO. For AoEs I really like to get as much acc as possible, even with bonuses. Is that knockback or down (I can't remember)...if it's back I'd definitely not want it for this build. To easy to knock baddies out of your sleet patch.
  4. What is your downtime going to be for Heat Loss? Looking at your slotting your end use is going to be pretty brutal. You may want to stick with conserve for your HL downtime. Shielding teammates alone is pretty darned end heavy.

    (Not that I endorse any non stamina build.......Thank you Oh Great Blue Bar)
  5. Hope my gaming comp magically fixes itself.

    The old compy does not like i17 too much.
  6. Quote:
    Originally Posted by Rubberlad View Post
    After having just watched a new FB Dev video for a competitive IP that opens up discussion regarding power customization while taking some interesting digs at COH's rationale - and then seeing this? I gotta laugh and feel equally disappointed. Saying no to *anything* for "purely fictional reasons" is absolutely absurd.

    You guys need to lose this chip off your shoulder fast or its going to hurt the brand later on.
    Quote:
    Originally Posted by BackAlleyBrawler View Post
    Should clarify this by saying that 'fiction' was only one of the reasons we opted to not do EAT power customization. It wasn't the only reason, it wasn't even one fo the more important reasons, and it doesn't necessarily mean that we'll never do it.

    Just saying.
  7. There was a great thread in 04 or 05 where someone described the hero ATs (no villains yet) I don't remember if it was a farm theme or not, but all I remember is them describing blasters as chickens with their heads cut off running around exploding randomly. (or something like that) It was a very funny read (and accurate for all the ATs) but I've never been able to find it.

    But yes, "What my 6 year old has learned" is one of my favorite threads over the past 6 years. Also any busy "Heroes" episode threads in the Comic and Hero/Villain Culture section. Hickman, McBeast, BBM and the other regulars can make any episode awesome. Many, many, real laugh out loud moments reading those.
  8. MentalMaden

    Fire/Kin Build

    Wow, did I totally misread that. Yeah you're right we agree.
  9. MentalMaden

    Fire/Kin Build

    Quote:
    And speaking of Steadfast Protection, there really isn't much that'll get through only one of the Knockback Protection IOs, so it may not be worth it.
    I disagree, one is fine.
  10. Quote:
    Originally Posted by Reyne_Maker View Post
    I went with Ice.
    Though, it's worth noting my Ill/Rad has Perma-Hasten and Perma-PA, So as PA is ridiculously good at keeping the Aggro away I've no need for mez protect.
    And with a nice cone and an AoE nova popping that fast, well, how could I not??
    (oh, and frozen armor takes the LotG unique)
    The Ice APP doesn't use the AoE nova from Ice blast (Blizzard) it uses Ice Storm which is just an AoE damage power.
  11. Quote:
    Referring to Stone Cages as your "fastest recharging control power" is, in my mind, misleading as I don't consider immobilization to be a "real" control.
    And for that you'd be "wrong".

    Now if you said you don't think its a "good" control, that is one thing because it is opinion. But saying it isn't a "real" control is incorrect because it is afterall a control power.

    With proper aggro control and knowledge of your powersets, aoe immobs are not only viable but affective forms of control. Too much emphasis is placed on flippy floppy powers where enemies can be knocked out of the zone of affect far too easily especially if you have floppy unfriendly teammates. To not have an aoe immob you take away an option for such teams. I would argue you see that way more than the need for -fly. Noone is saying that you have to use immobs all the time, but you argue for snowstorm situationally as well. Some of us think in the battle of "situational" the immob wins out. Freezing rain/sleet is a wonderful power for the debuffs alone, the flippy floppy is nice but I consider it a bonus (and one you can use quite well, but it's not vital to the effectiveness of the power). Personally I'd rather hold the enemy in place, debuff the begeezus out of them then let the damage types run in and kill them all.
  12. Quote:
    Originally Posted by Ben_Arizona View Post
    A toggle with -fly has non-trivial value to an Earth controller, especially against certain types of enemies (Cabal, Sky Raiders), and a toggle AoE recharge debuff has value against quite a few others. The fact that movement slow will be going past the cap hardly even bears on it, in my view.
    Two groups you see for just a few levels in your 20s and 30s, I don't see it as that important of an example. -Fly is situational at best.
  13. Quote:
    Originally Posted by Robert_B View Post
    Actually you made two sigs!
    Woot my vids are leveling faster than a boss farm!




    .........and clicking on bombs.
  14. Quote:
    Originally Posted by all_hell View Post
    here ya go


    sig pleasures
    Woot! My vid made a sig!

    Sweet.
  15. Quote:
    Originally Posted by Severe View Post
    haha! *points*
    Stop lookin' in the mirror.
  16. You can reach me:

    @Mystupidcomputerhasbeendownfor3weeks


    Well, actually my globals are in my sig.
  17. Memory has been swapped, problem remained.

    I'm doing another swap of vid cards tomorrow to make sure we didn't have any "false positives". Spoke with BFG tech support today. We're going to officially rule out vid card tomorrow, then from there......who knows.

    The bios issue may be something to look into. Although they should be on their defaults; I don't mess with the bios.
  18. Oh please, a fire/kin can still be "good" and buff their teammates. It's not that hard and doesn't take that much time out of that "good fire/kin-ing".
  19. MentalMaden

    Hello Guardian

    Quote:
    Originally Posted by MistressNoire View Post
    I was born in the early 80s hair bands all around

    Metallica, Quiet Riot etc etc
    NOIRE!

    Metallica is NOT a hair band. You take that back.
  20. Quote:
    Originally Posted by Father Xmas View Post
    Sounds more and more like a heat problem.
    Temperatures have been normal.
  21. Quote:
    the team build will be set for farming (I figure it's the best build for teaming whether or not I'll actually be farming (please correct me if I'm wrong)).
    Not necessarily. Many farm builds forgo things like SB and ID for increased resists and defense i.e. fighting pools (tough and weave) so as to softcap for smashing and lethal damage. Then they will choose a farm map that is primarily smash/lethal damage. While a farm build can "team" just fine, they aren't usually opitimized to be a "team build" i.e. buff powers for other players like SB and IR.
  22. While I was home for lunch, I fired up CoH and did not get the same video anomaly. No settings were changed, the only thing done to the computer between the posted image and today was the computer was turned off over night. Last night after it had happened anytime I logged in I got the messed up screen. Not sure if it means anything but thought I'd add that in.
  23. Quote:
    Originally Posted by Garielle View Post
    You actually need to be careful with blowing the machine out with compressed air. This is especially true if there is a large amount of dust in the machine. The dust being blown around can generate static electricity which can ruin components.

    There really isn't a better and safer way to clean the machine out. The point is that this may actually be what lead to the problem to begin with.
    Thanks for the advice but it's never been "very dusty" (it's too new) and trust me I take extra care when doing anything on the insides. And this problem came up before I ever "blew anything out".
  24. I will be honest, without getting into the WHOLE history of what is going on (don't want to bore everyone), I have been worried that it may be the motherboard. That is unless when he swapped cards earlier he was getting "false positives".