Miladys_Knight

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  1. @ dugfromthearth

    The comparison is a valid one. The devs do not simply compare one AT in a vacuum they compare it to all other ATs. If not then controller buffs would be equal to Defender buffs, Defender damage would be equal to Blaster damage, Dominator control durations would be equal to Controller durations etc.

    The Devs were very careful to the point of obsession and obstinacy of not giving blasters meaningful mez protection during the defiance revamp even though all blaster survival that came from somewhere other than secondary power effects were from toggles (both offensive and defensive) that would drop on mez making most of the changes pointless and moot. Post level 30 my blasters spent 1/3 of their teaming time mezzed, a 1/3 of their teaming time retoggling, and about 1/6th of their time returning from the hospital. That meant that we were only blasting about 1/6th of the time we were playing. The no toggle drop on mez came after even though it was considered by many as an important part of the blaster revamp.

    In actuality, allowing blasters to combine insps into another type did more for their survivability than the entire revamp did.

    In any case with all that said I can't imagine that the devs would provide additional mez protection to controllers that are supposed to rely on their buffs and debuffs from their secondaries nor to dominators who have it reliably at least half the time (more than half to full time if IO sets are used)

    @ Oedipus_Tex

    I clearly recall on my first Ice/ Dom that I started not too long after CoV release that the mobs would both run away and cower in fear. It's been a long time so I'm not sure I have the chronology right but at release Dom AA was enhanceable for fear and the controller version never was. I remember in early posts controllers complaining about that but it was regarded as a feature for the Dom version not a bug.

    The part of the chronology I'm not sure of is when the devs made a distinction between afraid and fear (originally all fear powers applied "run away" effects and IIRC slotting them made the run away duration longer) at one point they split them into the 2 separate effects we currently have.

    I clearly remember that the Dom version did both at one time but the controller version never did. Originally you couldn't tell when the mobs were affected by the confuse in Artic Air. The devs added the purple bubbles a few issues later.

    @ Muon_Neutrino

    I'm not sure that I would consider adding range to be aberrant slotting. Range enhancers have existed since release, HO Centrioles have been around for a long time, and all of the sleep sets except Fortunata have a sleep/range enhancer in them. I would be willing to bet that the devs see slotting for range as a standard slotting style and not an aberrant one.

    @ DarkCurrent

    I'm not picking a fight either just pointing out that there are ways to mitigate many of the weaknesses that are being discussed here without having the devs resort to buffs. I'm not saying that I won't take buffs mind. I'm more concerned that the buffs not damage the unique flavor of the set.

    @ Everyone

    Most of you are focusing on the "this power sucks solo/having it while teamed is moot issue"

    I know that you want it to work perfectly while solo but this is not and has never been a solo based game. The original dev design was to encourage teaming at all times. They did keep the ability to solo in mind but it was not a primary focus of design decisions. The new crop of devs seem to balance teaming utility and solo utility in a much more 50/50 type fashion but I know that making every last AT/Power set solo-able is not their main focus (or else defender soloing would not suck so badly).

    In any case I've had my say and you all know my feelings on the matter. I would be surprised if the devs buff Ice/ as much as you are suggesting (though I would take it if so).

    My last point and I'll leave you all to it after that. Flash Freeze and Ice Slick being base range 80 would solve most of the Alpha strike problems Ice faces solo. You'll have to pardon the analogy (and any snark either accidental or implied) but asking the devs to change the base range to 80 when you can just slot range enhancers is a bit like going to a restaurant to eat every meal when you have a whole pantry full of food at home. You have the means to do it for yourself but don't feel that you should have to.
  2. I'm currently a low B if we are considering cash on hand only.
    My wife's account is a low C under the same criterion.
  3. Quote:
    Originally Posted by Oedipus_Tex View Post
    That is really weird. Ice Control doesn't actually have Fear, it has Afraid, which causes enemies to run from you. Does slotting Fear enhancements actually increase Afraid values? I never noticed I could slot Fear on my Dominators, but this a serious bug either way, as the power should not have completely different slotting options on Controllers and Dominators.
    I've seen mobs stand and shake in AA though to be honest I've not looked for it or specifically noticed it since they made the confusion effects more visible. With Ice Control there's too much going on what with the mobs flopping and having purple bubbles on their heads. Mids even has the slotting options for both versions of the powers correct and has for some time. It's not a bug. Its been that way since they introduced Doms. That was of course back when CoX was "2 different games, yet one game". If the Dom version no longer applies both a fear and an afraid that would be the bug.


    Quote:
    That's not enough. You can also mitigate it with the Psi APP. But the fact is, without mezz protection AA detoggles entirely too often, which contributes to a set with on/off performance. 2 out of 10 Controller APPs and the possibility of IOs don't fix this by themselves.
    Tell this to my Aura using blasters (/fire, /elec, and /dark) who have inspirations and outside buffs as their only means of keeping their Aura toggles on. Some are further hampered by having no single target hard control available in their primary let alone one with a decently quick animation time or adequate range.
  4. Quote:
    Originally Posted by Hopeling View Post
    Because blasters don't HAVE those buffs.
    How many stalker secondaries have HP buffs? Four out of eight. Three of the four HP buffs put a stalker over the current cap with no accolades or slotting at all. This is a serious limitation to the usefulness of core powers. It's not "we can reach the hp cap with a good build, could you raise it?" so much as "did you even know what our powers were when you chose our hp cap?" A very large fraction of stalker builds run into the HP cap, hard.
    How many blaster primaries or secondaries have HP buffs? Zero. Blasters have access to two HP buffs: Rebirth Core (which almost nobody uses anyway because it's terrible) and Hoarfrost, in an epic pool.

    What is the purpose of a cap if not to cap something?
    The Devs don't consider simply solo factors. There are outside buffs that raise total hit points (like Frostworks) these are a waste to use on stalkers and blasters (the ATs that actually benefit most from team buffs) at the moment. If the devs plan on adding more of these type powers then the blaster HP cap should be looked at as well.
  5. I'm not really trying to be the devil's advocate here but we are overlooking some basic things that the devs figure into the power sets.

    Quote:
    Originally Posted by Muon_Neutrino View Post
    Slotting range into a power should be for the purpose of letting you use it from farther away. It shouldn't be *required* to make the power functional at all. What if KO blow required that you blow two slots on taunt enhancers to unlock the ability for it to do damage? That'd be just as silly. There is also no earthly reason why flash freeze needs to be so unnecessarily crippled. What the heck is the *point* of the pathetic tick of damage anyway, unless you're *trying* to make the power useless? Sure, if the devs wanted to add an extra 20 feet of range, I wouldn't complain. It would give a bit of extra breathing room to avoid accidentally aggroing the spawn before casting the control. But fix the actual problem with the power, too.
    It's not required to make the power functional. It works perfectly well on a team where you have an alpha absorber like a tank or a brute. If you want it to work perfectly well solo adding a couple range enhancers works quite well. It solves the Alpha problem solo AND you get to use it from farther away ALL the time. That sounds like problem solved and BONUS! to me. One of the most amusing teams I was ever on I played a low level Ice/Ice Dom and was with 3 Bots MMs. All I had to do was drop Ice slick (which was slotted 2 rech 2 range) and let the Bots shoot stuff. I don't think we lost a single Bot or took a point of damage and we spent most of the time chatting about how amusing it was.

    I've played blasters for a looong time. I learned quite awhile ago just how valuable a little extra range is. Why do you think none of the top of the line ranged single target damage IO sets have range enhancements in them? The devs know just how vaulable a little extra range is too.

    Quote:
    First, while you're talking about capped -rech being equivalent to 75% mitigation for everyone, keep in mind that a standard hard mez is *95%* (or 100% if it doesn't require a hit check) mitigation for everyone, as long as it lasts (and that's more than long enough to permanently remove quite a few mobs from the equation before it runs out). Second, slows are only 75% mitigation over the long term, where all the powers are being used as soon as they recharge. For any given power a mob has, slows provide absolutely *no* mitigation until you reach the point where that power would normally have recharged for use again. Hard controls start providing *all* of their mitigation right away.
    A few flaws here. MOST AoE hard controls have short durations, long recharge, and lower than standard accuracy. If you are going to use them at all its 6 slots worth or you are wasting your time. With slows you can get lots of mitigation out of 3 or 4 slots. Ice control is probably one of the easiest control sets on your slot budget. That's what allows me to use a couple extra slots for range in Ice Slick and Flash Freeze

    When you put it like that it makes it look bad. The problem is that you haven't added in all the other effects you get when you are using Ice control to cap -rech (you can't avoid them they are built in) you get that confusion that pulses and leaves things confused "most" of the time. You get the cower in fear when it ticks a large amount of the time, and it's all layered inside capped -rech and capped -run speed.

    Spreading the Alpha out with a KD patch and slows is valuable. I admit its not near perfect mitigation like a hard control or soft capped defenses but spreading the Alpha out gives your regen a chance to work, gives you a chance to pop an inspiration with out getting overwhelmed with incoming damage, or a chance to activate a self heal and the opportunity for that self heal to recharge and be ready for use again before its needed.

    Last, but not least, hard controls DON'T lock every thing down immediately. I frequently take some alpha damage from opening with Cinders, Flash Fires, Char, etc. The thing with Stalagmites and Flash Fires is that they have a 70' range and a 25' radius. That means that the lead mob is generally in perception range but the rest of the spawn isn't. The lead mob gets a chance to retaliate and even if you notify with a miss the rest of the spawn doesn't because they don't chain aggro because you are out of perception range..

    Quote:
    For fights that last long enough that a mob would normally cycle attacks many times, and which would outlast a traditional control set's ability to provide hard control, slows will start to catch up in effectiveness to actual controls, but you still have to keep their limitations in mind as well as their advantages.
    You mean like the fights you have in the early levels as a solo dom when you don't have a lot of AoE and it isn't up as often? That would be when it shines. Ice, Plant, and Elec are 3 primaries where I can turn up the spawn size early when I'm still slot poor and survive for a long long time.

    Quote:
    What sorts of things? The ones I see are ice slick from behind cover (requires cooperative terrain), summon jack into the spawn (highly unsustainable), stealth in for glacier (which requires support from outside the power set), or waste a bunch of slots in flash freeze to turn it from 'totally unreliable' to 'only somewhat unreliable' (which is an aberrant slotting that shouldn't be required to make the power functional). All of those are much more over-complicated, clunky, and failure prone than the simple 'cast an AoE control' that most sets can do.
    Cooperative terrain is available in about 90% of the places you run into spawns on indoor maps. It is alot more common than you are making it sound and even when it is out of range a strategically placed Ice slick and a single pulling attack gives it right back to you. In any case all those things plus... an Alpha absorbing teammate like a brute or tank, 2 range enhancers in Ice Slick, 2 range enhancers in Flash Freeze.

    Quote:
    Why is ice the *only* set which is not allowed to have the ability to break an alpha with a standard control power? Especially with the current changes to grav on test, *every single other control set* has at least one straightforward, easy to use way to control mobs without taking an alpha. Why is ice the only set which is required to go to such elaborate lengths to perform such a basic task? A melee based control set is fine, and actually quite interesting, but only if it can actually still do its job.
    It isn't. It's the only set that only has 1 standard control power in it. A problem that I don't think the devs will remedy by morphing the other powers in the set into a standard control. Ice takes some thought and different tactics to use well but it has a lot of mitigation potential. I kind of like to be able to use something that is different but still powerful. I really like it as a change from the "click - hurry we have 20 seconds to kill all these stone statues" approach that most of the other control sets bring to the game.

    Quote:
    Originally Posted by DarkCurrent View Post
    Lumping in your secondary makes a huge difference. Saying an ice/rad or ice/storm or ice/cold are great doesn't convince me it's due to ice control. Those secondaries are top debuff and controlling sets.
    How about if I tell you that the only thing I was using from Rad was AM and Choking Cloud? It took me about 7 minutes to solo that spawn. My damage was all from Block of Ice (slotted for hold not damage), Frostbite (slotted for immob [grav anchor] not damage and no damage procs), and Jack, who lived the whole 7 minutes and still had 2/3rds of his health left. I only solo'ed it because I was waiting for my wife to get back from taking the dog out and was curious to see if I could. I would have run out of endurance long before the spawn was dead if I had run the other rad toggles.

    Quote:
    I'm looking at ice and only ice. The powers in the set contradict each other. Slows are great 'soft' control, but do nothing to stop alphas and only impact followup attacks. That's not so good when you're dead or mezzed from the incoming volley.
    Lots of sets have powers that contradict each other or are redundant. Earthquake and Stone Cages, Salt Crystals and Earthquake, Fire Cages and Hot Feet, Bonfire and Fire Cages, Dimension Shift and any damage power, Mass Hypnosis and Terrify, Spore Burst and Roots, Spore Burst and Carrion Creepers. That's every control set currently available to Doms and they all have powers that contradict each other.

    Quote:
    What is ice control's #1 anti-alpha power? Ice Slick. And you have to use that from around a corner to avoid getting shot. Then there's flash freeze, which has short range and causes damage and gets you shot in the face. Shiver? Sure. They'll be nice and slow. Right after they shoot you in the face. You could run in and hit Glacier. Hopefully they don't see you coming and shoot you in the face.
    I frequently open with Flash Freeze, then move into melee range so that AA takes hold, and then drop Ice slick where I'm standing. The mobs that start flopping are locked out of animating powers, those that aren't flopping yet are still asleep, and if the others stop flopping for a couple of seconds they are at the -rech cap, confused, or afraid.

    Quote:
    I've played ice control to 50 on 2 different doms. The primary tactic is hide around a corner. Drop ice slick from cover. Then charge in with AA running and attack with AoEs. But don't use the immob because the mobs will stop falling. Forget about shiver because you'll miss everyone with that cone. Sleep will get broken with the knockdown. Knockback tosses them off of slick.
    I've played it to 50 on 3 different controllers and 2 different doms and I'm working on a 3rd Ice Dom. I don't have the trouble that you seem to have, but then I slot extra range in Flash Freeze and Ice Slick. Also why so impatient? Even without Domination up or using Hasten you can get Block of Ice recharging in 4 seconds and a duration of 35 seconds just frankenslotting cheap hold sets. I always lock down the most serious threats before I start flinging my AoEs.

    Quote:
    Just because it can be made to work or combined with such and such secondary doesn't make it a good control set. And the fact you can comfortably skip half the power set and not even miss it tells you all about its weakness. Chilblain, Flash Freeze, Shiver, and the AoE imob are all pointless. That leaves Ice Slick, BoI, Glacier, AA, and Jack. And if you look at slick's weaknesses, glacier's long recharge, AA's end costs, and Jack getting rocked every fight there's plenty of room for improvement.
    Now that makes no sense to me. Comfortably skip sounds like its overpowered and you can get away with only half the stuff. Turning around and saying that its weak after you skipped half the stuff is kind of a head scratching 'duh' moment for me. My doms use everything from the primary but Chilblain and Jack. I don't need the single target damage from Chilblain with an assault secondary and I don't like the unplanned aggro that Jack can draw. If I were planning on building an Ice troller to solo I'd be taking every thing from the primary.

    Quote:
    I'm not saying the set should be gutted. But it should be made better. The tech and the mechanics are now in game to buff ice control to put it on par with the top control sets.
    It sounds more like you are saying you don't like it so it should be made different (ie: make it like all the other control sets..... except Illusion [which doms don't currently have access to] and Grav).


    I'm starting to think that most of you don't like Ice control because it's not a "click one button and rush in with AoEs blazing", easy mode, power set.

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Dominator penalty on Arctic Air Confusion duration. Arctic Air on Dominators takes a Confusion duration penalty relative to Controllers. On most powers, this value either can be increased in Domination mode, or is the same for both ATs. On Dominators, they take only the penalty, and do not receive extra benefit.

    Recommendation: Set Dominator and Controller AA Confusion duration to the same value, or add some form of Domination mode to AA.
    Wish granted. The controller version has a 50% chance of a mag 3 fear that lasts for 3.75 seconds but is unenhanceable. The Dom version has a 50% chance of a mag 3 fear that lasts for 3 seconds but is enhanceable. enhancing to the ED cap gives you a 50% chance of a mag 3 fear that lasts for 5.8 seconds. Since the power pulses once every 2 seconds most targets will be affected by fear a large majority of the time.

    Quote:
    Ice Control is too reliant on avoiding mezz. By far my biggest issue with Ice is the curve between having and not having mezz protection. This is, IMO, the big difference in the set between people who say its too weak and people who say it's okay. Enemies with mezz are a nightmare for Ice Controllers who haven't built for mezz protection--imagine what would happen if Earth or Fire's powers just stopped working every time the caster was mezzed, then realize by design Ice is constantly mixing it up with enemies who are given short breaks where they can attack you.
    True but controllers can mitigate this by paring with Forcefields or Sonic Resonance. Dominators mitigate this with Domination which can be made permanent.
  6. I'm having quite a bit of fun with my Dark/Mental/Elec blaster. It's not top of the barrel damage but it is one of the more survivable blaster combinations that I've played.

    Umbral Torrent provides decent mitigation from KB and the to hit debuff that it applies. Tenebrous Tentacles further debuffs their to hit and keeps mobs out of melee range.

    The AoE chain has long animations you can get away with lower recharge here. T_T and Static Discharge need extra range slotting.

    Having a ranged damage power that is also a powerful (and un-interruptible) heal is a boon that all blaster sets should have IMHO.

    It's not top of the line for damage but it makes up for that with greater than average safety.
  7. I'm not saying that Ice isn't low on control nor am I saying that it doesn't need a buff. What I am saying is that it is not as dire as you are making it sound.

    Let's make a bit more accurate comparisons....

    Quote:
    Originally Posted by DarkCurrent View Post
    I think you need to take another look at what ice control does wrong:

    A sleep that's broken by the kd of ice slick.
    And this differs from Earthquake breaking salt crystals in what way?

    Quote:
    A sleep that aggros because it causes damage.
    Sirens Song does the same thing but has a 20 foot shorter cone. Slotting range in Flash Freeze greatly alleviates the problem. You can't slot enough range in Sirens to help it.

    Quote:
    A patch kd that is prevented by the immob -kb.
    And this differs from Earthquake and Stone Cages in what way?

    I'll also note that both Earthquake and Ice Slick can be cast from around a corner and a single mob can be targeted with Stonecages/Frostbite and 12 seconds later the whole spawn is flopping yet immobilized.

    Quote:
    A patch kd that doesn't stop fliers and jumpers.
    Neither does Earthquake.

    Quote:
    A patch kd that pulses its kd so slowly it doesn't stop sprinting mobs from running right over it.
    And this differs from Earthquake in what way? Earthquake has a higher KB mag (.67 as opposed to Ice Slick's .5) but a lower chance to cause KB (7% as opposed to Ice Slick's 8%)

    Quote:
    A cone sleep that begs 'shoot me' as soon as you use it and does nothing to blunt the return alpha.
    Yeah, you mentioned that all ready. You can fix a lot of the problem by slotting up some range. Earth's sleep is PBAoE. You're melee/close range when you use it.

    Quote:
    A PB AoE soft control that's an end hog, doesn't confuse all that much, slows the confused targets so they attack each other maybe once, and requires you to be in 'punch me in the face range'.
    It costs the same amount of endurance as Hot Feet and provides a lot more mitigation. Hot Feet ticks damage and slows mob run speed (it slows mob run speed more than Artic Air which is kinda of a HUNH?!?!?! thing admittedly).

    Arctic Air causes afraid effects, drastically reduces mob recharge rates, and can confuse the mobs so they do full damage attacks to each other. Arctic Air has a 5' larger radius so you are lots more likely to get "punched in the face" using Hot Feet than Artic Air. Arctic Air also has -stealth in it so that those annoying critters that disappear from view like CoT Ghosts and Tsoo Ancestor Spirits can still be targeted and hit by you.

    IF you ED cap the confuse slotting it pulses every 2 seconds and has a 30% chance of applying a 5.8 second (7.5 for controllers) confuse. I don't call that "doesn't confuse much". It sounds like it confuses quite a lot. The Dom version also allows the fear component to be enhanced. You can Frankenslot Cheap IOs to maximize all the mitigation components and still have excellent accuracy enhancement and endurance reduction.

    Arctic Air is VERY under appreciated for the amount of mitigation it does provide. Most people's problem with it is that it doesn't do much damage. I just see any damage that confused foes do to each other as a bonus.

    Quote:
    A pet that has a glass jaw.
    Jack's getting buffed.

    Quote:
    A PB AoE hold on an eternally long recharge.
    No argument here. This is what I would call the bane of the set. It's worse for Doms than controllers with the lower base duration though.

    Quote:
    An entire set that relies on slows to get the job done, guaranteeing at least one alpha at full strength.
    Slows are one of the most powerful soft controls in the game. Capped -rech can reduce incoming damage over unit time by 75%. That's almost identical to having 75% damage resistance, it adds together with any defense and resistance that you do have to provide even more mitigation, and it slows damage down enough that any regen you have works even better. Not only that but it applies to you, your entire team and Jack. Wanna know what's even better? There's enough -rech in Ice/ to -rech cap +4 mobs.

    Smart play gives you lots of ways to avoid an Alpha Strike. The problem with most players is they are too impatient to let that mitigation take hold before they start attacking.

    My Ice/Rad controller has pathetic damage and has soloed +0/x8 spawns without taking a point of damage or having to use Radiant Aura.

    I don't get the hate for Ice Control. It's not weak. It just requires a different (melee centric) play style.
  8. Since fun is subjective I'll leave that to you to decide.

    You didn't specify an APP or travel power so I'll just make a few observations and suggestions.

    If your goal is lots of AoE while staying at range DP is not the primary you want. You have 2 power choices for that, (not counting Piercing Rounds since it's cone is so narrow you'll be lucky to hit 3 targets with it at most) a 40' cone power (Empty Clips) and an 80' TAoE (Bullet Rain). Both have long animation times especially when compared to Fire/'s 1 second animation time for Fire Ball.

    Hail of Bullets is a PBAoE power so you'll have to be in melee/close range to use it. It also has an extremely long recharge for a crashless nuke.

    The damage from all ammo types but incendiary is lower than the average performing set (Energy blast). Using incendiary ammo exclusively will put you just a minor amount over average damage.

    DP was penalized on its secondary effects due to being able to change ammo (and therefore secondary effect) types. The secondary effects of all ammo types are much lower than if you were playing that elemental type. What that means is that you will lack the mitigation provided by secondary effects of other power sets.

    If you are comparing a DP/EM to your Fire/Fire you'll have about the same amount of mitigation but you will be very disappointed in the damage output.

    That said, if your heart is set on this combination, then I would recommend a ranged defense build with as much recharge as possible and hover/fly as a travel power to eliminate the melee damage vector.

    If you plan to stay out of melee range entirely you can get away without Hail of Bullets but I would take all the other powers in the primary as the single target attacks will hold sets of Thunderstrikes which are awesome for the amount of ranged defense set bonuses that you can slot.

    If you plan on using almost exclusively incendiary ammo, then slot Suppressive Fire with a set of Lock Down. If you are going to be using mostly lethal Ammo, then the Stupefy set is the one you'll want. If you are going to be going back and forth then Hamios is going to be the best slotting though you will lose the ranged defense bonus from this power.

    From the secondary you won't need to take much. You have to take Power Thrust and 6 slots here and a Mako's set will give you ranged defense. Build Up slotted with Gaussian's and Boost range with enough rech enhancement to perma it are all you really "need" from the secondary.

    For your travel powers 2-3 slot them with sets of Blessing of the Zephyr and you'll want to take the fighting pool for Weave and Leadership for Maneuvers.

    I could put you together a sample build if you like. It would be best if you can be more specific about other powers that you might want.
  9. Quote:
    Originally Posted by Muon_Neutrino View Post
    Except it doesn't do that. When I tried using flash freeze, I found myself fairly reliably taking at least a partial alpha when using it. It's that stupid tiny tick of damage that forces the sleep to be delayed - even if you don't miss anyone, that 0.25s is quite often enough time for them to get off a shot. And if you *do* miss someone, the spawn gets notified even earlier and I usually took a *full* alpha. There's nothing quite like walking into range of a big spawn of rikti, hitting the sleep, and being dead before the animation finishes.
    Try slotting more range in Flash Freeze. A set of Sandman (every thing but the proc) with a level 50 range IO in the 6th slot will give you more than 80' range that will put you out of mob perception range when you cast it and will solve quite bit of the Alpha problem you describe.

    Slotting Ice Slick with 2 rech, 2 range will do the same to relieve most of it's problems too.

    I wouldn't make any of the changes that you all are suggesting. I'd simply make the range of Ice Slick and Flash Freeze the standard 80' and then reduce the recharge of Flash Freeze to 45 seconds.

    AA is where I would make the changes. I'd increase the pulse duration to once every second instead of every 2 and set it up so that it could stack up to a mag 4 confuse 10-25% of the time.
  10. I haven't played red side in a looong time so take this as you will.

    I rarely see widows, I've never seen a Pain Dom Corr since Beta though I have seen a couple Pain MMs.

    I've seen 2 Psi blasters since they were ported, both were under level 20.

    I haven't seen a FF defender other than my own in 5 months.

    I haven't seen an Empath of any kind (outside of a Hami raid or an STF) over level 30 in about 6 months.

    Been a couple months since I've seen a Fire/Kin controller. There are other things that farm faster now.

    I hadn't seen a grav any thing in about a year, at least until they announced the grav tweaks. I've seen 1/2 a dozen since then.
  11. Quote:
    Originally Posted by Trickshooter View Post
    That's an unfair question to ask. Imagine they introduced a blast set that did a single point of damage with every attack. Does it get the job done? Yes, because the set does damage and you'd eventually be able to defeat enemies. Anyone using it would have no problem causing damage, but it would still not be competitive with the other sets, and people would push for buffs.

    Also, your example doesn't exactly fit. No, other blast sets don't do as much damage as Fire, but Fire doesn't have access to as many controls, debuffs and bonuses as other sets. There is a trade-off to maintain some balance.

    Balance among similar sets is what the Devs strive for, and TA is far from being competitive with the other buff/debuff sets.

    TA "gets the job done" in the sense that it's debuffs and controls function (more or less bug-free). But it doesn't do it any better, and is in fact worse in most regards, than any other set.

    Myself, and many others, would just like TA to be more than "functional".
    The highlighted section of Trickshooter's post is the important one to consider.

    CoX is a game for us, but it is a business for the owners, and the way they feed themselves and their families for the developers.

    It is in all their best interests to buff under performing sets and modify underutilized sets especially now that the game has gone f2p.

    Under performing and underutilized sets mean that development time (which is expensive) is not generating the revenue that the company had planned. (In other words they wasted development time.)

    For those of us here this is a game of Alts. That means the more sets that are fun (and that means different things for all of us. Some of us think performance is fun, for some its all about the look and feel of the animations, for some is how the secondary effects or "gimmick" of the power set works [or fails to work], for some it's even "how does this power make my character look while I'm roleplaying?") means the more time we will play and pay.

    Having more power sets that are at least average in most areas, and really shine in 1, means that we have more options for what we consider fun and will spend more time/$$$ on their product.

    From the f2p aspect having a player download, log in, and create their first character (most likely in the image of their favorite comic book or RPG character) and have it fail utterly to live up to any of their expectations means that they can permanently lose that person as a player and kiss any hope of present or future revenue goodbye.

    The devs need to put their best foot forward in as many areas as possible for these reasons.
  12. Quote:
    Originally Posted by Aett_Thorn View Post
    Those aren't bad ideas, Urchin. Thanks for the help! Still might wait to see what they do with Dark Assault, but /Earth, /Psi, and /Ice are in the lead now.
    To expand on Urchin's ideas the chaos creature could be from Norse legends. Norse legends feature, chaos, ice/cold, and stone.

    If you go with a Norse theme an Ice/Earth/Psi Dom could be the perfect bridge to your concept and could account for all the elements in your original idea while including all the other secondary effects that you get from those power sets.

    Since all the Norse deities and demons are giants or of epic proportions that could also explain the fear component.
  13. Some time ago, according to Castle, the reasons that so many stuns got the nerf bat was because there are so many stuns available to so many archtypes and it was TOO EASY to stack them. Hence low accuracy on AoE stuns, short durations and reduced mags.
  14. Anyone with 20 or more veterans badges......
  15. Blaster Psi, Dual Pistols of any kind at least until they are brought up to par and alternate animations are available, and Grav and Illusion control. Other than that I'll play just about any thing.
  16. Have you given any thought to Mind primary?

    There is an AoE confuse and a single target confuse, an AoE hold and a single target hold, an AoE sleep and a single target sleep, and a cone fear power. If you are going for perma dom its even better AND you can actually take the presence pool AoE fear power. Perma dom makes it worth using.

    If you take Icy as your secondary you get power boost which makes all the controls that much better and if you are going to play in melee Ice sword circle is really nice. Alpha Nerve boosts both hold and confuse durations and it makes a Perma Mind/Icy a minor deity.

    If the whole concept is to have the confuse be an automatic toggle type thing then Ice/Icy with the the CC proc works very nicely. WoC would be redundant but would be thematic. I'd recommend the presence pool fear if you are perma-ing this dom it also layers nicely with the built in fear in AA.

    Edit to add....

    /Earth gets Power Boost too and you "can" recolor the hammers to make them white tinted crystal to mimic Ice.

    If your heart isn't set on a Dom I'd also recommend an Ice/Rad controller. CC proc in AA, Lock Down proc in Choking Cloud, and Grav Anchor Chance to hold in Frostbite is a thing of beauty. The damage output stinks though.
  17. It's not only that Rigel. Because of the way that Dual pistols is set up you can really ONLY effectively slot secondary effects for one type of ammo (and maybe not even then if you want the 6th bonus of an invention set). That in essence locks you into using just one type of ammo, defeating the purpose of the swap.
  18. It could be viable. It would be a knife edge balance though. You'll be poor on slots, have trouble with endurance, be quite low on personal mitigation, all on a toon that will give it's best performance fighting from the position of directly behind the tank.

    Sapping will be your best personal defense. Surviving the alpha will be your difficulty.

    If it were me I'd take Mu as my APP as this will relieve the endurance issues and assist with the sapping though it will do very little to increase your survival against the Alpha strike.

    I'd also recommend that you take Jolting Chain. I find that as a sapper applying chain fences is important to immediately drain the foes when they get their tick of endurance. Jolting Chain has the same recharge as Chain Fences, drains the same amount of endurance as Chain Fences, but costs 2/3 the endurance to cast. It also functions as secondary mitigation while the foes are being drained or if the foes are immune to sleep or resistant to endurance drains. The only down side is it's longer cast time and the delay while it jumps from target to target.
  19. This is my Norse themed Arch/Ice and I have to agree with plainguy that there are lots of melee ranged powers in /Ice. I differ from him in that I went with ranged defense and skimped on the Ice powers.

    This was my leveling build. My respec build replaced the medicine pool with the speed pool. I moved one slot from aid self and put it in Super Speed for a Zephyr Set and I moved another slot from aid self to Hover for a Winter's Gift Unique the last 3 slots were for 3 slotted hasten.

    Hero Plan by Mids' Hero Designer 1.953
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Archery
    Secondary Power Set: Ice Manipulation
    Power Pool: Flight
    Power Pool: Concealment
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Snap Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
    Level 1: Chilblain -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(43), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(46)
    Level 2: Aimed Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(34), Thundr-Dmg/Rchg:50(34), Thundr-Acc/Dmg/Rchg:50(37), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(39)
    Level 4: Fistful of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rchg:50(5), Posi-Dmg/Rng:50(33), Posi-Acc/Dmg/EndRdx:50(34)
    Level 6: Blazing Arrow -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(25), Thundr-Acc/Dmg/EndRdx:50(33), Thundr-Dmg/EndRdx/Rchg:50(33)
    Level 8: Ice Sword -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(9), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(23), Mako-Acc/Dmg/EndRdx/Rchg:50(23), Mako-Dam%:50(25)
    Level 10: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(11), Zephyr-Travel:50(11), Zephyr-Travel/EndRdx:50(46)
    Level 12: Explosive Arrow -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(21), FrcFbk-Rechg%:50(21)
    Level 14: Fly -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(15)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(17), AdjTgt-Rchg:50(17)
    Level 18: Aim -- AdjTgt-ToHit/Rchg:50(A), AdjTgt-ToHit/EndRdx/Rchg:50(19), AdjTgt-Rchg:50(19)
    Level 20: Stealth -- LkGmblr-Rchg+:50(A)
    Level 22: Grant Invisibility -- LkGmblr-Rchg+:50(A)
    Level 24: Phase Shift -- RechRdx-I:50(A)
    Level 26: Stunning Shot -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(27), Stpfy-Acc/EndRdx:50(27), Stpfy-Stun/Rng:50(31), Stpfy-Acc/Stun/Rchg:50(31), Stpfy-KB%:50(31)
    Level 28: Shiver -- TmpRdns-Acc/Slow:50(A), TmpRdns-Acc/EndRdx:50(29), TmpRdns-EndRdx/Rchg/Slow:50(29), TmpRdns-Rng/Slow:50(46)
    Level 30: Stimulant -- EndRdx-I:50(A)
    Level 32: Rain of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50)
    Level 35: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal/Rchg:50(36), Dct'dW-Heal/EndRdx/Rchg:50(36), Dct'dW-Heal:50(36), Dct'dW-Rchg:50(37)
    Level 38: Boxing -- Acc-I:50(A)
    Level 41: Tough -- S'fstPrt-ResDam/Def+:30(A), RctvArm-ResDam/EndRdx:40(42), RctvArm-ResDam:40(42), RctvArm-EndRdx:40(42)
    Level 44: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(45), LkGmblr-Def:50(45)
    Level 47: Personal Force Field -- LkGmblr-Rchg+:50(A)
    Level 49: Temp Invulnerability -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam:40(50), RctvArm-EndRdx:40(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(3)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(3)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Sprint -- ULeap-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



    Code:
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  20. Quote:
    Originally Posted by ClawsandEffect View Post
    Leading with Shockwave is a HORRIBLE idea. It's a powerful cone KB power that deals very little damage. It will knock everything out of range of the rest of your cones, and scatter them to the side as well so you won't be able to hit the ful spawn with the rest of them.

    And I wouldn't use Siren's Song as the closing power. It also deals very little damage and if you start the chain again you'll just wake them all up. It's better used as an opener before your single target chain. Wake them up one at a time with Screech and you'll never even be targeted by anything, let alone damaged.
    I would have to differ with you as this is a strategy I use quite successfully with my Sonic/ blasters. While the strategy you mention is quite a bit safer it is also measurably slower taking roughly 3 times as long to eliminate a 6 player spawn.

    First off, if you read the text, you'll notice that Shockwave isn't the opener, Sirens is. Sirens has lower than standard accuracy so vs a 6 player spawn you are likely to miss 2-3 mobs (higher than a 6 player spawn would further complicate things due to the cones having a 10 target cap). This is why I mention that the next step is to hard mez the missed mobs with Screech and Shocking Bolt.

    Next is Shockwave. The purpose here is not damage but mitigation. The build is a small purple insp below the defense soft cap vs ranged attacks. The mitigation that this step provides is important for 3 reasons. 1) Some of the mobs will get their attack rolls in during the split second between being awakened by the damage and being locked out of activating powers due to KB. 2) You may not always have a purple insp and you may not have enough or enough of the right insps to create one (mainly because of (s)low(er) drop rate of insps from a 6 player spawn setting and longer intervals between getting insp drops due to lengthy animation times). 3) The animation times of the cone powers in this power set combination are so lengthy that if the situation goes south you may not have the opportunity of popping any other inspirations before being defeated.

    Additionally.... I freely admit that there is a learning curve in getting the KB to work properly while leaving the spawn within range of your other attacks. You'll notice that this build has Hover. If you have a 45 (or greater) degree angle between your hero and the spawn you can minimize both the KB distance and the scatter effect. You can further limit this by positioning with a wall or other object in back of the spawn. On an outdoor map you can easily hover directly over the spawn making this point moot. I do realize that you can "punch the middle out of the spawn" because of the varying cone widths of this combination. (Sirens 50 degrees, Shockwave, Howl, and Psi Scream 30 degrees, Static Discharge 45 degrees) but if that is the case the mobs that are still standing are still sleeping which leaves your mitigation in place.

    Sirens is the closing power for mitigation purposes. In the time it takes to activate Howl and Psi Scream the mobs will have regained their feet. In the time it takes to animate Static Discharge they will have closed to Sirens range again. When Sirens finishes activating they would be in melee range (if you weren't hovering out of melee range). The total animation time of the AoE chain is 9.34 seconds. With this build the recharge time of Sirens (the longest recharging power in the chain) is 9.24 seconds so this AoE chain is seamless. You needn't take the hard mez step in the second iteration if your green bar is still in good shape, just follow up immediately with Shockwave. The chances are that any un-slept mobs will be KB'd and you should have enough defense to handle any attacks from mobs that are neither slept nor KB'd. 2 iterations of the AoE chain "should " be enough to wipe out even con minions.

    If the spawn is lieutenant heavy it makes sense from an endurance conservation and kill speed perspective to run the AoE chain twice more to take out the lieutenants leaving only the boss(es) to be finished off with the single target chain.

    You "can" run the single target chain after the initial Sirens instead of the AoE chain but this can needlessly prolong the duration of the fight. The amount of defense in the build "should" be enough to reduce incoming damage from unmezzed bosses to a tolerable level especially since they too will be KB'd by Shockwave.
  21. Not as of yet. My sample size is quite small. It "could" just be a bad run of the RNG. I plan on doing more testing this weekend when I have more time.
  22. From the Jan 10th patch notes:

    Mission Architect


    * Corrected an issue where Tickets in Mission Architect were being distributed unevenly between different members of the team.



    Last night in the market channel we were discussing that tickets no longer seem to be rewarding properly when soloing AE content.

    I tested this tonight and it appears that the discussion was correct.

    I was receiving about 1/2 the tickets that are usually rewarded for the arc that I was running while solo.

    Running the same arc with a team of 2 nets roughly the same amount of tickets as solo but for both players.

    Any chance that the "balance patch" is accidentally awarding 1/2 the tickets while soloing to a non-existent phantom 2nd player?
  23. You should probably have posted it in the Archtypes and Powers section.

    Dual pistols is easy to fix:

    1) Increase base damage by 10%.
    2) Put the secondary effects for ammo type into the tier 1 power.
    3) Decrease the animation times of all powers T3 and higher by 25% (and PLEASE make Malta/Wild West style animations available when the animation times are decreased)
    4) Switch the damage ratio of lethal to elemental from 70/30 to 30/70
    5) Increase the secondary effects of each ammo type by 50% (including the extra damage component in incendiary)
    6) Reduce the recharge time of the T9 power to 60 seconds OR increase the base damage by 50%, make the damage ratio and types 25% lethal, 25% fire, 25% cold, and 25% toxic, and have it apply full value secondary effects of each ammo type to each target hit. (If its going to look like Death Blossom it should work like Death Blossom)