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I do think another heal-y set will be very popular. I'm glad to have a second version of Plant.
Now if only they'd confirm Swarm Blast based on those powers from Beast Mastery! -
My opinion may stand in contrast to other people.
IMO perma Domination is fantastic on any Dominator primary. The reason is it grants mezz protection and causes most powers that don't require a psuedo-pet to increase both their duration and magnitude. You can hold War Walkers, for example, in one shot of your single target hold.
Domination even provides protection to exotic status effects like Confuse, Knockback, and Repel.
In contrast to one opinion posted earlier, IMO Ice Control is the one Dominator set for which perma-Domination is critical. The reason is the mezz protection and endurance boost keep Arctic Air running. Arctic Air doesn't directly benefit in the form of the word "Domination" appearing on the screen, but the difference between an Ice Dom with and without perma-Domination is, in my experience with two level 50 Ice perma-Doms, really extreme. It's a shame the power doesn't get "true" Domination though (another toggle, Telekinesis, does Dominate).
Anyway, the way Domination technically works is like a proc. Are you familiar with how Dual Pistols causes extra effects to be added to your attacks? Well Domination is like that except the extra effect it adds is a second mezz. For example, Electric's single target hold has these stats (info copied from City of Data):- Target:
17.88s Held (mag 3)
26.82s Held (mag 3)If source.kStealth > 0.5
Code:Power stacking makes this a little more complicated, but that's the essence of it.No Domination Domination Minion Held for 17.88s Held for 26.82s Lieut. Held for 17.88s Held for 26.82s Boss Not Held Held for 17.88s
The general rule is that powers without psuedo-pets work with Domination. In Electric's case, that's the single target hold, AoE hold, immobilizes, and first target hit by Synaptic Overload. Some sets have more powers it works with than others. In every case though a perma-Dom is a really scary abomination that way exceeds what the original intent of the Domination power was and creates a monsterously powerful character. - Target:
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The build is pretty good overall.
I think endurance management is going to be very challenging without Ageless, even with Cardiac, Hibernate, and perma-Dom. One option is to switch to Mu Mastery. You'd lose Sleet but pick up Power Sink/Ball Lightning, and an extra pet. More importantly, you can then drop Ageless for Barrier, and aim for 40% defense instead of 45 (although you will be a little over 45 every time you hit Power Boost). If you do this, I recommend going after Ranged defense instead of S/L. Sleet is great, but so is long term sustainability. Personally I really do not like Ice Storm compared to more traditional blasts like Fireball/Ball Lightning but that's a YMMV thing.
Hover/Fly can cause problems if you plan to use Glacier a lot. I also have to insert the obligatory "Fly is more of a costume part than a real, strategic power." If you keep it, do it for concept. Super Speed and a Jet Pack is both typically faster and much strategically safer, especially for incarnate content.
Jack Frost now features 25% defense to most, 25% to Fire and Cold. I recommend dropping Hover for Manuevers, then take the two pet +defense IOs. That will bring Jack up to 25 + 5 + 5 + 4.5 = 39.5% defense to most attacks. If you pick up Barrier as mentioned aboe, the low point is 5%, which brings Jack to around the soft cap!
A more experimental option would be to go Ice/Ice/Mu with Agility instead of Cardiac Alpha. You would mainly get away with this due to Power Sink, but expect there to be some hills and valleys in endurance. Again you can settle endurance issues with Ageless, but that means dropping the powerful option of Barrier which is a godsend for a set that's expected to melee so often.
BTW I would not personally put Shiver back in the build unless you have spare spots. Even though I wrote that long -Recharge post quoted above, I usually skip Shiver. -
I think that the importance of guaranteed -Recovery may be overemphasized. It's helpful, but not absolutely critical, particularly on a Elec Controller or Dominator with additional control powers. Chain Fences has a 40% chance of -Recovery for 10 seconds on its own, so spamming that does a pretty good job of emptying enemies.
Power Sink from the Mu Mastery set on a Controller or Dom will do around -70% endurance to enemies within 10ft. Power Sink >> Chain Fences >> Ball Lightning >> Chain Fences will floor many enemies very quickly. -
Do you actually have an end-game Mind Controller, or is this more speculation based on what you see in Mids? Not going to go too far into it here, but for various reasons Mind Control is quite far behind in damage. You can bring that discussion to the Controller boards if you want to explore it in more detail.
Quote:No I do not have an Ice Control anything...
Quote:...but I do have mids and a very solid grasp on how this game works... I personally have 4 Ice characters at 50.
Quote:Is Illusion really that much worse at controlling mobs?!
Quote:Plant does more damage than Ice...
Quote:...and so does Mind.
Quote:I'll help you eliminate the crappy builds. -
Took me a while to spot what you were talking about.
I believe several Radiation blasts work by granting the target a temp power with which they debuff themselves rather than the more standard wayof debuffing... something like that. The particularsare not familiar to me, but it comes up every so often. -
Quote:Great Ideas in this thread! I think I only took Teleport on my Arch/Nrg Blaster because Boost Range + Teleport is Coconuts.
That's an interesting synergy I had never thought of.
Quote:Originally Posted by Memphis BillEr... no, it isn't. I don't know how you're slotting it, but it isn't slot hungry. Once you hit SOs, a single End reduction is typically fine.
Quote:Can't super speed vertically.
I suppose you could say that Ninja Run mimics portions of Super Speed and that part I can agree with. If Ninja/Beast run were slottable powers they'd be heavy competition for me versus Super Speed. But I would also call Ninja/BeastRun generally better than Teleport even if they are unslottable.
Super Speed also destroys Teleport for moving around indoors, in pretty much any of the iTrials or Task Forces, or anywhere else where speed really matters. I suppose you could use Ninja Run to get around and Teleport for when you need it, but I've very rarely encountered enemy groups where this strategy isn't better than just running past them. Most of the ones who would spot you in Super Speed are likely to spot you when you try to teleport past them as well, and at least with SS you aren't stuck hanging around for an extra second or two, unable to move. -
Quote:Even regular TP is invaluable in combat scenarios.
1.) Teleport into mob>Drain Psyche.
2.) Teleport into mob>Soul Drain>Teleport out on a squishy.
3.) Shadow Step into mob, Eclipse, Mires, mob-begone->Repeat
4.) Pull mobs aggro away from a glowie>Immob/stun them>TP back to glowie>Mission complete.
This list could go on forever.
You may have the strangest sense of powerset evaluation of anyone on the forums. I don't mean that as an insult. But your taste is definitely idiosyncratic if nothing else.
To the playerbase as a whole, I tend to think Teleport stands way down the list. It's a travel power that is slot hungry. That's an instant fail in my book.
Anyway why are you teleporting when you could just super speed in invisibly? -
Call me crazy, but personally I will continue to avoid various zones as long as they lack the following basic features:
- Some version of radio missions and/or tips
- Task forces
First Ward is a gorgeous area, but is also an area in which I have yet to run a single mission, because my teams never go there. The level range is narrow, and the amount of quickly accessible content is low. Talos Island is an older, somewhat physically unattractive zone but it offers amenities newer zones have elected not to include, so its where I continue to hang out. -
Quote:The counter-argument to that is Elec and Dark. What makes those two sets good is the fact they have several layers of control which gel well together to make a very effective Control set. Telling both are fairly low damage sets and both are the most recent additions to the Control sets. Therefore I see Ice occupying the same area, if its tweaked to support that better. I think Flash Freeze, Arctic Air and Ice Patch, with support from Shiver, could serve the same purpose but at the moment they don't quite gel together.
I honestly don't see Ice becoming something like Fire, Plant or Illusion, but rather something closer to Dark and Elec.
Flash Freeze and Shiver should be the sort of "alpha soft tool" which things like Fearsome Stare, Static Field, Synaptic Overload and Jolting Chain are, imo. They should be your alpha moves, designed to let you set up so that you can follow up with Ice Slick and an AA which can be fueled by Domination. That's the reason I like the idea of making Flash Freeze an AOE sleep with no delay or damage and a 45 second recharge and giving FF and Shiver some -damage. Flash Freeze em, Shiver em, then jump in to let Arctic Air do its thing, dropping Ice Patch on top of it to add to the chaos (I'd like to see something added to Ice Patch but the idea of an unresistable knockdown probably won't fly with Arbiter Hawk given his comments about how Flash Arrows unresistable -ToHit seems broken to him).
The problem with this is I already have Ice builds that aim to max out survivability. Unless the tweak to Shiver or Flash Freeze is massive, the powers won't outweigh the much better strategy of building for personal survivalibility. For most of my characters specifically, it means whatever Shiver or Flash Freeze does has to outweigh the benefit of having Aid Self and several armor powers. Meanwhile my Fire and Plant characters can still happily skip several powers, still take the additional survivability powers, and come out on equal footing if not ahead. Having skippable powers is a good thing if the other powers make up for it. In Ice's case I don't see what you could put in Shiver or Flash Freeze that would outweigh Combat Jumping, Aid Self, or Tough/Weave unless we're aiming for a massive departure from current mechanics. -
I have mixed feelings about fixing Flash Freeze. On the one hand, the power is really bad. On the other hand, what makes Fire and Plant (and Illusion) so powerful isn't a wide stable of powers to pick from, but instead typically two or three really really good powers that define the set. Plant and Fire both have a couple of powers that are pretty situational: Smoke, Bonfire, Tree of Life, Spore Burst, etc. They pull ahead mainly because their good powers are sooo good.
Arctic Air and Ice Slick, I believe, have the potential to be a Seeds of Confusion, Creepers, Flashfire, or Hot Feet. At the same time, I don't want Ice to lose its identity as the crazy set that ventures into melee range. I just wish there were more incentive to do it, and less conflict built into the set (which is why I have focused on making Ice Slick's knockdown unresistable for boss level enemies and below). -
It's pretty fabulous with Arctic Air but even with that and the Contagious Confusion proc slotted you still won't confuse all enemies all of the time. I think the duration is a little low. Paired with AA I do notice bosses getting confused sometimes though.
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A few things in this thread were new to me, so this is helpful. I have nothing recent to share but here's something small:
AE missions designed by you are saved on your local system. For me on Windows Vista the path is C:\Program Files (x86)\City of Heroes\Missions
Each mission is given the .storyarc postfix. But, you can read and revise the file by right clicking and hitting Open With >> Notepad. You can then edit the file in plain text. You can use this to:
- Copy missions whose design is in progress to another computer
- Make small changes to the mission
- Copy elements of the mission over and over (I find this very useful for cloning ambushes and patrols for example, note tahat to make this part work correctly, you must change the DetailName for each event to be different from each other, eg Patrol1, Patrol2, Patrol3, etc)
You have to republish the mission for it to go live (editing the local copy doesnt make it live).
WARNING: Before editing any mission directly, save a backup of it. A small typo could wreck the whole file. -
Quote:But more damage also increases the potential for an attack to defeat a target, in that it will allow lighter attacks to reach a high enough damage point to become an alternate. Also, light attacks generally have such a low recharge time (I'm considering a light attack an attack with base recharge of 3-5 seconds) that they usually be ready regardless of recharge, but may not always have enough damage to be worthwhile as an alternate.
I apologize if it seems I am piling on. You're kind of in the hotseat which is an awkward place to be, but I have some disagreements with the nature of your analysis.
My major issues goes back to something you said earlier about the ideal way sets should be balanced. The essence of my disagreement with only considering damage values for balance is that all "attacks" are not the same and utility is not a freebie that should not be considered. There are reasons to want Siphon Life, Divine Avalanche, Knockout Blow, Clobber and many others powers to recharge as fast possible regardless of what "chain" delivers the most damage.
Attack chains are an abstraction that guesses at many factors, cheif among them in the case of melee characters being immediate foe availability. It's possible I'm guilty of overestimating travel time between enemies, but that time at least feels to me like somewhere between 0.5 to 3 seconds or so in the sorts of environments encountered in radio teams. However long it is, it is clear in the case of at least one melee AT (Stalkers) that actual single-target damage delivery in most combat situations is very hard to predict, because for some sets/players Assassin Strike can be demonstrated to frequently lose its guaranteed chance to crit before the player can acquire a suitable target.
In any case, one specific reason to use a low damaging attack in many cases is that the enemy is light on HP, as Arcana said. Another reason would be that the realbest set of actions would be to nix the idea of an attack chain completely and mix AoE with single target, which is a possibility I don't think I've seen addressed (my apologies if it has). The main reason to do this is what I said above: all attacks are not the same. If the optimal damage chain calls for an AoE power but, say, Knockout Blow would be more useful against one of the gathered enemies, it makes more sense to drop the chain and do that. None of this becomes very relevant in pylon soloing, but that's why pylon soloing is regarded by many players as what it is: the amount of time it takes to solo a pylon.
Think of it this way: no one would argue that the recharge of Fossilize, the hold power that appears in Controller sets, is completely irrelevant just because that power also frequently appears in their attack chains. The recharge is relevant because the power also represents how often some type of additional act can be performed. It is always useful to have that at the ready, no matter what else may be recharged. Block of Ice sinks my Ice/Fire Dominator's attack chain, but it's still worth casting. -
There was a sort of cute, young-ish girl with Alabama eyeshadow and a Menthol cigarette I saw playing poker at this dredge of a bar in New Orleans once, and I thought if she'd just pull out a sword and light herself on fire she'd be the living impersonation of my only lvl 50 Brute.
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Quote:Executioner's Shot is listed as 2.57 seconds of animation. Assuming we can hit 2.1 (as quoted) or slightly below that with an animation adjustment, it would result in almost half second reduction in cast time and be a nice boost to DPA.
Unfortunately even at 2.1 seconds, redraw would still kill this set for me for pairing with most buff/debuff sets. I did do Pistols/Dark to 50, but the redraw drove me insane. I hate making power choice decisions based on such a cludgy mechanic and unless Dual Pistols and other weapons sets had animations in the 0.8 second range to compensate doubt I'd seriously persue them again. -
Quote:Fire's biggest issue is mobs that are spread apart. This can be potentially devastating to a Fire Controller. I eat lucks and try to herd them to a spot before I use flashfire and cinders BUT! This doesn't always work and you will eventually run out of purples. Also you have to CONSTANTLY keep reapplying cages and GOD FORBID that you miss or forget to use cages...Bonfire, Tornado, LS will send them flying so make sure that you don't miss a beat. Fire/Storm is very active...reminds me of a /kin.
Here's my mob combo.
Smoke, Flashfire, Cages, FR, Ice Storm, Cages, Bonfire, Cages, LS, Cinder, Cages, Tornado, FR, Thunderclap. Sometimes I click on hurricane for a second for a quick debuff. (I also have Hot Feet and Ageless running.)
I wished that I would of taken the Plant route because Fly Trap also throws out Roots and with SOC the mobs tend to bunch together which makes things easier. Also Carrion Creepers keeps things busy and it's great for dealing with Alphas.
Plant may not be as deadly as Fire at times but it's safer...so much safer especially for a guy like me who LOVES wind powers..so much that I have waterspout and tornado >_>.
A sneakier way to do this that I have seen some Fire/Storms use is to use Snow Storm on enemies near the front of the pack, then duck behind a corner. Enemies toward the back will run faster than ones at the front, and they all tend to clump together.
I agree that the issue of enemies being spread out is much overlooked in powerset discussions. It may be my imagination, but it definitely feels like mob sizes have been getting gradually more and more spread out with each new map.
For a Fire/Storm struggling with endurance I would consider taking the Mu PPP for Power Sink. Power Sink by itself will chip 65% of the endurance away from nearby enemies and restore slightly less than half your endurance bar per enemy hit. You do lose a single-target blast, but Ball Lightning is monsterous. Surge of Power probably works really well with Storm too, and its one of the few god mode's in a APP or powerset with a endurance recovery power that you can use to mostly eliminate its downsides (although toggles still crash). -
Quote:That's pretty much exactly why. Outside of raids and a few end-game TFs, there's really very little in this game that needs a team of 8. 8-player teams have more of the buff stacking issues other people keep addressing, more issues with massive AoE spam ruling the day, more chance of rendering some powersets obsolete, and so on. I honestly feel that the gameplay flows better with medium-sized teams in most circumstances.
I've never felt like the team would do just as well if I turned off any given member turned off all their toggles and used nothing but Brawl on a team of 4. I have on a team of 8.
So make it more difficult for teams of 8, don't eliminate them. Hate is a mild word for the way I'd feel about having the rug pulled out from under me like that. This is a game that has long provided the option to form largish teams, and rewriting that feature to turn this game into WoW at the last minute would be the first time I ever used the word "betrayal" to characterize a developer decision. -
Quote:A couple of these wouldn't be raaaaaaaage inducing.
- Team size is now capped at 4. Content will be rebalanced accordingly, but the current x8 spawns will still be available through the difficulty system.
Would you also be writing your resignation letter as you did this?
There are no words that were spoken during ED or the defense nerf that could possibly equal the rage that would be unleashed if this sort of change ever happened. I can't for the life of me een imagine WHY you would want to do this, since a team of 4 can alreadyfight spawns of 8. -
The thing with the immobilize powers is they're a matter of skill. There are situations where they can be used well, and situations where they mess things up. My Ice Dominator makes frequent use of his immobilize--it's slotted for duration rather than damage, and allows rooted enemies to fall on their face once -kb wears off. Casting is always a bit of a calculated risk.
But then there are those Controllers and Dominators...
Let's set up the scene: there's me dancing on an Ice Slick surrounded by a bunch of +4s. I am a level 51 perma-Dom with a 2 billion influence build. In behind me lumbers the level 27 Fire Controller who got the mercy spot on the team. She uses her signature move: Fire Cages with a side of Hot Feet sans Flashfire. Apparantly it hadn't occured to her that the Ice Slick was for her benefit and not mine, or that I am just the sort of Ice Dominator who is okay with letting her die if it means I can not die too.
So the thing is I am okay with other Controllers and Doms who immobilize and can handle what results. Some people just spam the immob because it recharges quickly though, and don't really watch to see what their teammates are doing. In particular, I've been more or less soloing groups and had someone jump in behind me and start immobing everything. (The worst offenders, for some reason, are often Earth Controllers, which I really can't explain). This often leads to me running off to the next group and leaving them to fate. If they can handle it, thats fine, if they can't that's fine too because at least they are out of my way. -
Call me crazy but I've actually found on other characters that when I want to really push defensiveness and already have Ranged covered, that picking up Rise of the Phoenix actually weighs in higher than adding S/L on top of it. I've never actually applied that to an Illusionist though. And it may also be because most of my fights go sort of like easy-easy-easy-easy-OHGODGETITAWAYFROM MEEE.
Anyway I've found once some of those incarnate-level enemies lock onto you it can be really frightening with any level of defense. Sort of like "Is that a Victor--CRIT!--oh I'm dead." Illusionists probably take it in the face somewhat less often, but with all the ambushes that happen in Dark Astoria and the wildness of some of the iTrials where you're forced to fight on terms unbefitting of a AT with powers on long recharges I've found it invaluable. -
Quote:What teleport could use is a reduction in end consumption. No travel power should drain your end bar these days.
This. Thisthisthisthis.
Well, the animation time gets me too. But Teleport's endurance cost is very What The Heck.
I do wish we could execute any Costume Change emote as our custom Teleport animation (and just let longer animations be interuptible, since I believe all costume changes are anyway). -
I'm not sure I'd be "hated" for these by the playerbase at large (though there is always at least one person who gets upset). Here goes anyway:
I'd try to take CoX even further away from the standard model of MMO and try to push it toward Gauntlet or Diablo, focusing on swarms of enemies with some mixed hard targets.
I'd add to the list of ways enemies tend to show up on the map. In addition to the ambush, there would be the Bell (trying to assault an enemy group deep in the maze alerts all others and sends them running for you) and the Trickle (instead of the whole ambush appearing at once, one enemy at a time drops in, one every 5-10 seconds, severely limiting the ability to just blow them all away at once or use a single AoE control).
I'd look into removing the aggro cap. In it's place, I'd borrow a rule another set of games uses to make Tanking much more dynamic: any enemy above the 10th lowers your defense and resistance slightly. Defense limits are therefore impossible to predict and more is always better no matter what the cap is.
I would design future incarnate abilities to be powered by a meter seperate from your actual endurance meter that is repowered by defeating incarnate enemies, to make casting costs meaningful and to give leagues incentive to defeat "trash" spawns.
I would make some implicit playstyles explicit. For example, this is a game that heavily encourages alting. So I would look to build a system that rewards players for having a variety of alternates, including the possibility of allowing a single character to have two to three builds with completely different powersets and ATs. This sounds incredibly overpowered, but is actually not very different in today's than having two characters share a badge. Each build would have seperate IOs and have to be leveled seperately, it would just be more obvious that the toon was the same character, and could switch roles as needed. -
I don't play Defenders because their modifiers don't affect the places I actually need them to.
I need better knockback chances. I get higher knockback magnitude (yay for the "advantage" of having Assault Rifle and Dual Pistols that still knockback against +level enemies! And my Energy Blasts can not only be just as likely to scatter, they can throw enemies even further apart!)
I need faster recharging Resurrection, Power of the Phoenix, and dozens of other powers. I get marginally better values of questionable strength.
I need a version of Sleet that's not the same as what Controllers and Corruptors get (such a pet exists--it's used by Storm Summoning). I need coveted +Recharge bonuses to respect AT boundaries.
I need to not have lower HP than a Corruptor. I need to not also have a lower Damage cap. I need there to be some justification for Defenders to receive a "10" on the Support scale metric when Controllers add significantly more safety, and in some cases, more damage as well, but are somehow rated a "7."
I need, during discussions of crashing Nukes and Snipes, people to say "Oh yeah, we should remember these powers will need to have a use for Defenders too."
Basically outside of the small edge they get when IOing themselves and Sonic Attack, the Defender AT has little reason to exist. Buffing their damage and giving the same PPPs as Corruptors (and thus sharing their APPs with Corruptors) IMO only reinforced that Corruptors are the same AT but better. A couple of defense points that only factor in if you IO the character are not enough to warrant an entire AT that is almost exactly identical to another AT.
Overall, it's astonishingly clear that the Corruptor AT was created for City of Villains to be superior to both Blasters and Defenders on the assumption that the ATs would never share significant play-space.