-
Posts
93 -
Joined
-
^ lawl that is probably easier for most
-
Quote:Thanks Frosticus! I'm sold!while deceptive, controller icestorm can do considerable damage.
considering how easy containment is it does base 175 damage. Blaster, corr, and def versions all deal base 117 damage (they all have the same damage cap). Corr version can of course scourge. I can't recall if pets cap at +200 or +300% damage, but anyway it is either good for 525 to 700 damage on a /kin troller.
Add in Frost breath which does another 342 contained (capped) damage and you can see how you'd put a serious dent in any group, even +2-4 bosses.
I'm tempted to give it a try on my plant/kin (maybe fire up the second build slot or xfer to test), but I think it could work very well for a boss farming build where you generally aren't moving from spawn to spawn in under 30-40 seconds.
Ya I'm gonna give it a try right now.
Edit: ok I tried it on a SO build. Icestorm+frostbreath is a very potent aoe combo for a plant/kin that is generally sitting at the edge of the spawn anyway. Strange though you can't slot Acc SO's in icestorm. But it would be IO'd anyway.
I'm very tempted to switch to an /ice app build, but not until i16. The reason I won't for now is because teaming in AE is giving me about 10fps so I've just been solo farming +1 or +2 bosses. The issue is that I need to herd 15+ up. If Creepers is still active it interferes with the herd, so I time my spawn killing so they all die at about the same time creepers expires. With /earth app that has been +2's (provided I pay attention), and +1's if I'm feeling lazy.
The problem right now is that icestorm+frostbreath does a lot more aoe damage than I'm currently doing. However, in i16 I won't need to herd, I can get full spawns back to back to back while solo so CC can be out and doing it's thing. I expect to be much faster then.
I do really like Seismic smash though, and the stone armor looks way cooler than the ice armor (which is strange as you'd think ice would be cooler)
Edit 2: it is +300% dam on the psuedo pet, so x4 base damage. -
I have to admit, initially I was unimpressed. To tell the truth I found navigation was difficult at first (basically due to the reasons the above poster had pointed out), but it quickly became less of a problem.
I'm not one of those forum guru's so I rarely know the in's and out's of forum types, but I'm getting used to this type, and I am starting to enjoy it as much as I did the old. City of Heroes is my most active forums I have been on for any MMO ( and in 5 years I still have under 300 posts).
The new format will take some time for many to get used too, but It IMO adds some powerful utilities and perks that I weren't available on the old forums.
Overall, I am happier with it than the old, but it can still use a bit more tweaking I'm sure. -
Stone APP is just very very good! even if it doesn't fit thematically its hard to pass up on a Kinetics controller. Fire I use on my Fire/Rad due to consume is helpful when you run lots of toggles.
I think I may try Ice on my Plant/Kin, although I always don't think rains do any damage -
I have an Earth/Kin/Stone too, loads of kick ***! So much stomp in it between Stalagmites and Fissure.
Heh wonder if we can apply ground punch to either one of those when i16 comes out -
I don't believe the concensus here is that Ill/kin can't solo, it just both sets don't benefit optimally together.....any 2 sets can be played together, and I'm sure perform quite well in the hands of any player.
It's pretty much PA gains no benefit from Fulcrum, and it takes some effort for Phantasm to make it to mobs to gain any benefit. If you wondering why I keep dogging on lack of Fulcrum's ability to augment Illusion fully.....It's what you got Kinetics for (don't lie to yourself, and say it isn't) -
-
Actually, I would go as far to say Illusion benefits the least from kin, sure Psiphon had some good tactics. Still there is too much scatter with Phantasm's torrent (he'll use it in melee too) to be efficient (especially for farming).
Even with the Earth APP you will not get consistent containment damage (which really shines on Earth APP), as you do not have an immobilize available. With PA i'm sure you can survive alot (I've solo'd Envoy of Shadows with Ill/Emp), but it still puts the Ill/Kin on the low end of damages or synergy. -
I have Ice/DM tank....and truthfully....I fricking love it! At first I hated the way Ice Armor looks, but after the sheer joygasm of playing it (now 50) who cares.
You prolly wanna change couple of stuffs, but then again this is just my opinion, and mostly how I run mine.
I don't have smite (mostly a choice I'm sure you can get better advice on), I picked shadow maul in it's place. I'm sure theres something about having more damage, but I like hitting multiple mobs.
I don't have Hibernate, I guess alternately I have weave( Ice is a defensive set, weave gives added defense ) in it's place as I don't see that on yours. Also made note of your use of end redux in Energy Absorbtion(EA), this power provides added +def as well as +end. I would go as far as to say this is a staple power, and should be six slotted, but most importantly as well as you have end mods in it you should also slot it for recharge. 3 end mod/3 reharge ( if you were to put IO's in it - 6slotted performance shifter is a good one ).
I'm not really going to comment on slotting too much, outside of what I said about EA. I would however comment on my choice for Epic pool as I took Energy Mastery: Focused Accuracy ( 6 slotted Gaussian's works wonders for small added def bonuses).
All in all Ice/DM is wonderful set, lots of utility and very self-sufficient, defense being its only real strength can sometimes let you down during an alpha, but hoarfrost and EA will put you back in the game and keep you there.
Just thought I'd share a bit, I'm sure other can offer more.
Edit: Also armors don't need that many end redux ( if any...I have none in mine that don't use IO's ), you can save the slots for possible IO enhancements, or move them to other powers. -
IMHO, I find Ill/Kin nothing more than a buff bot, might as well roll a kinetic defender. The synergy problems Local Man pointed out as well as others may have, really sour this combo on me.
Fulcrum Shift: no benefit for Phantom Army, and Phantasm like to stay at a range that often would leave him out of the buff's benefits as well. Kinetics is also highly melee oriented with it's healing, and two great late game powers Transfence, and Fulcrum Shift.
I agree wholeheartedly that you would be better served with radiation as a secondary to augment your primary, than with kinetics.
If you are set on kinetics as a controller there are much better sets that work with it, fire/mind/earth/plant. I would recommend reading Local Man's Ill/Rad guide as well for it is highly informative, and well written. -
Quote:[ QUOTE ]
[ QUOTE ]
or firing eye lazes out of their crotch.
[/ QUOTE ]
Clearly you are not watching the right mecha shows.
[/ QUOTE ]
Or reading the right comics. There WAS a supervillain with a crotch mounted gun . . .
Say it isn't so! -
Ground Punch is awesome looking, kinda like Double Fisted Strike too.
I think it's a good start, perhaps more animations will come down the pipe seeing as it is now possible to do.
This opens a new era in CoH! -
The Izonite Particle #1739 is set for level ranges (1-54). It's a 3 tier arc small maps, but can be multi-level, the end arc is 60 min cargo ship run....normally finished within that time =).
The story itself is about a cyborg terrorist/mercenary group called The Black Talons, who have collected a strange space material that has adverse effects on mutants.
Your goal is to find out what they plan to do with the Izonite Particles.. -
So they give DP to blasters.....why not give scrappers Gun Kata (or whatever type of name you wish to insert ).
I mean once they put together DP attacks, converge it with MA to make an interesting melee/range AT for scrappers....most consensus feel that DP will be short ranged attacks anyway (MOAW).
It could make for an interesting powerset. -
[ QUOTE ]
Here is my idea for a pistol set, it would have just 4 main attacks, the 3 from thugs and an aoe, then it has a melee snipe, 3 build up like powers for different kinds of bullets, and a self buff tier 9.
Code:[/color]Power 1:
Pistols: Ranged, Minor DMG(Lethal)
Same as mastermind, maybe quicker recharge.
Power 2:
Dual Wield: Ranged, Moderate DMG(Lethal), Foe Knockback
Same as mastermind, maybe quicker recharge.
Power 3:
Empty Clips: Ranged(Cone), Moderate DMG(Lethal), Knockback
Same as mastermind, maybe quicker recharge.
Power 4:
Side Shot: PBAOE/double cone, Moderate DMG(Lethal)
Fires each gun to the side of the hero, works as 2 cones, one
to the left, one to the right.
Power 5:
Execute: Melee, Extreme DMG(Lethal), interruptable
Instead of a snipe pistols has something more akin to assassin
strike, except no bonus from hide, damage slightly higher than
a snipe and the same interrupt and casting time. Animation
would be holding one gun to the enemys head aiming and firing.
Power 6:
Armor piercing rounds: Self -res to attacks
Works kinda like build up, but slightly longer duration(30s)
and modifies all pistol attacks to do -res for the duration.
Animation would be a reload.
Power 7:
Toxic rounds: Self +toxic dot to attacks
Same as above but adds a toxic dot to all attacks
Power 8:
Explosive rounds: Self +fire aoe to attacks
Same as above but adds a small fire aoe to all attacks, the aoe
would be small, maybe slightly bigger than shadow maul, would
only hit a few targets.
Power 9:
One with the gun/bullet time: pbaoe Slow, self +damage, chance to crit
Bullet time!!! Slows all enemys, gives you a moderate damage
buff and a chance to crit with every pistol attack.
[/ QUOTE ]
Seems fun, cept I would make the ammo rounds a toggle, that would switch off the others when selected ( reload animation is cool idea too ).
Melee snipe, I think it would need some kind of stealth component if it's interruptable....kinda like the IO's when the power is activated you go into stealth (can be detected, and interrupted by aoe's).
Bullet time is awesome idea too, but +def I would think fits more than +damage.....could be just meh tho
Anyways this was pretty well designed, and seems alot more thoughtful than some "suggested powersets" I've seen.
I'm sure they already have the set designed, but Kudos! -
I have an AR/Ice which I find alot of fun.
Ice Patch lets me get more use out of Ignite. I use no melee attacks whatsoever so I use buckshot as my close range/melee attack.
Ice has good amount of skippable stuffs, which will let you supplement your toon with power pools.
with Chilblain, Build Up, Ice Patch, Shiver....your ice package can be most complete. -
She sure does have a chunk trunk back there =)
-
[ QUOTE ]
[ QUOTE ]
Personal force field gives 67.5% defense to a controller, unslotted. That's 22.5% *more* defense than you need to hit the soft cap and floor everything's chance to hit. So, it definitely doesn't need slotting for defense - it would literally do nothing against 99% of the enemies in the game, and most of the remaining 1% simply ignore defense in one way or another anyway.
Personal force field also grants 40% resistance to everything except toxic. This is far below the cap, and thus would make sense to enhance - except PFF doesn't take resistance enhancements, and the resistance effect is tagged [Ignores Enhancements & Buffs] anyway. So, no dice here either.
On the other hand, it does take 15 seconds to recharge after you turn it off - sometimes you might need it to come back up sooner if a boss gets in a good hit or two just after you turn it off. Thus, sticking a recharge in the default slot certainly isn't wasted. If you really want, you can stick a second in - that cuts it down from about 11.25 seconds recharge to about 9s recharge. A 3rd is kinda wasted as it only drops you to ~7.75s.
Similarly, endurance reduction is not very important - it only costs 0.26 end/second, and given that you can't attack while you have it active, turning on PFF is likely to *lower* your endurance use, not raise it.
Finally, in PvP you will gain *very* little defense from personal force field no matter how you slot it. For a point of comparison, in a PvP zone my dominator has about 15% defense from scorpion shield, and turning on PFF raises that to a whopping 20%. Such is the harsh reality of diminishing returns. While turning on PFF in a PvP zone will likely help a little bit, it sure as heck doesn't matter what you have slotted in it (for an experiment, I stuck a defense SO in my dom's PFF and it added a total of like ~0.2% defense, or something absurdly small like that). So, for PvP it also doesn't really matter what you put into it.
The best use for slots in personal force field, in my opinion, is to hold special IOs. It takes defense sets, and thus you can put in special IOs like karma knockback protection, kismet +6% tohit, luck of the gambler 7.5% global recharge, gift of the ancients runspeed, etc. Since it doesn't really need any slotting *anyway*, it's not like you're gimping the power by slotting these IOs that don't improve the specific power they're slotted in.
If you have a metric ton of spare slots, you could also stick one or another defense set into the power, just for the set bonuses. However, given that you have at *least* three other powers which not only take defense sets, but can actually benefit from the enhancement bonuses themselves, I wouldn't bother.
Short and long of it: either toss a recharge in the base slot and call it done, or use it to slot special IOs like LOTG:rech, karma -KB, etc.
[/ QUOTE ]
Wow. A very thorough, informative and well said answer. Sir, I salute you!This is why I like to read the forums.
[/ QUOTE ]
and the same reason why, I love coming to the forums.. -
There were always noobs, but normally they either quit or learned basics before MA came online. So now we just have high-powered noobs that will quit or learn the basics.
Get over it, and you will feel like a brand new person. -
[ QUOTE ]
And one other thing. The slick has a bug with controller pets . . . when the slick lights, controller pets will run out of the area of fire. For pets that have ranged attacks, they can continue to attack foes inside the fire area from outside. Fire Imps, however, have no ranged attacks, so they will run out of the area and just wait unless there are other foes outside of the fire area to attack.
[/ QUOTE ]
Last Night my imps did not run out of the fire, and they did fight while oil slick was ignited.....maybe it was a bug....I don't have too many trick arrow players to test with. -
Last night I saw a tanker tell the defender not to Fort him, he said " Don't fort me, cause it doesn't help me much "....
I mean buffs are buffs right? -
[ QUOTE ]
As a player, I'd LOVE a third good, damaging cone. Which kinda suggests that a dev might consider it over the top.
As far as tier 8, Castle said something like (paraphrased) "If a set gets strong too early, that's just a problem until people catch up. If it gets disproportionately strong in the lategame, it's overpowered forever."
[/ QUOTE ]
4eva! -
Well siphon life is melee, so you suggest a higher level ranged power that works like the melee power, and I suggest just add more targets to the already ranged power and a damage debuff.
I would say they both would do good for the set, but since AoE debuffs are probably more useful than higher damage ST attack (IMO) I would stick with the moderate damage multi target attack.
YMMV =)
EDIT: due to the comment prior to this one, the healing component would be complimented by multi-targets at 10% per target upto the 5 target max which would equal 50% with max targets, I guess you could argue that 20% consistently would be better, but eh.... -
I believe I saw that, but wouldn't a moderate damage cone/tAoE debuff be more tasty than a ST superior damage attack from a melee set <o.O>?
-
Dark Blast - Life Drain is pretty well underwhelming so I thought to myself wouldn't this be cool if it was a cone or targeted AoE, and had same effect per mob for damage/healing/debuff to-hit (max 5 targets), also it debuff damage a small bit( 10-15% ). ( Life Drain should weaken foes )
Dark Blast is pretty conezy anyway, and Life Drain is like tier 8 so I don't think it'll be too overpowering at that level.
Just thought I'd throw it out at youse all....