Oedipus_Tex

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  1. The build is actually pretty good. Nice job.


    My general feedback:

    - Endurance is going to be murder until you get some incarnate abilities. You want to get a Alpha Cardiac as soon as possible. You probably also want Ageless Destiny.

    - No Arctic Air. There are a lot of discussions about this on the boards and a number of conflicting opinions, but for what its worth, in my opinion this power is the main reason to play an Ice Controller. With Storm specifically it can be a bit dicier because of Hurricane pushing stuff out of AAs radius. However, very few teams will tolerate a Storm character who runs Hurricane 24/7. The endurance cost can be an issue, but you also shouldn't be throwing too many Tornadoes when you are teaming either.

    - The 3% Defense PVP IO is the most expensive IO in the game, regularly selling for about 2.5 billion influence. That is a little more than twice as much as the most expensive build I have ever completed. It may be a suitable long term target if this is your main, favorite character or you already have it. However, even if you do have it, it may be worth simply selling it (I recommend using the market forums rather than the in game Auction House because it sells for more than the AH influence cap). You could outfit several characters for the cost of that one slot.

    - I tend to avoid the Ice APP for Ice Control in favor of Psi. The main reason is Indomitable Will, which provides mezz protection and significant Psi defense. Its tough to perma but has good coverage while it is up. Psi is the main damage type that tends to bypass traditional defense. This decision is ultimately up to you. The other path to mezz protection is via the Clarion Destiny incarnate tree. I tend to favor that option less on builds with high recharge because I feel Clarion leaves me with some awkward situations (e.g. moments when you really need the mezz protection for yourself but the rest of the team is too far away to hit with it). Characters less dependent on avoiding mezzes have a little more flexibility there, IMO. Getting detoggled when you really need AA or Hurricane can be deadly.

    - I am not sure about having both capped Ranged and capped S/L defenses. I think it could be effective in some contexts, but I also feel like many standard S/L attacks are avoidable anyway, and much of what isn't is deflected by Ranged. The main issue really is AoEs. I wonder if you wouldn't be more survivable with average-ish S/L Defense, a S/L Resistance armor instead, capped Ranged, and using Hurricane to floor the ToHit any melee attackers. No matter what your defenses are you will eventually get tagged, so capping to multiple damage types isn't always the best method if it means having very low Resistance.
  2. I tend to agree with most of what has been said here about Blasters being damage "exclusionists." IMO though they are not the only archetype that has been pigeonholed this way. I feel Tankers, Stalkers, and Defenders fall very heavily into this category as well.

    For example, I personally consider the recent-ish buff to Defender damage extremely bad for the archetype. Defenders need something to push them further apart from Corruptors. They need something to solidify them as the best of the best support characters, and to recognize the fact that there is another archetype that has identical powersets, as well as Controllers nipping at their heels in terms of survivability. Giving them more damage pushed them into even more danger of simply being Corruptor clones. Right now I feel Corruptors and Defenders are among the two most dysfunctional archetypes not because they are technically low performers but because they are so similar that they render competing sets obsolete.

    All of that said, one thing that can be said for Blasters is that at least they do damage. That is a significant underside to this discussion that I think we need to recognize. Incarnate abilities have set a torch to late game Task Forces in terms of support. The only thing that matters on a TF at this point is damage, -Resist, -Regen and maybe the ability to keep enemies still for a few seconds. With no incentive to play at higher than base difficulty and the outrageously overpowered Destiny powers in play any character who is not good at dealing damage is taking a pity spot. As frustrating as it is to be a Blaster, something like my Force Field/Ice Defender is in a whole new, rapidly expanding world of obsolescence any time he plays on an end game TF. What purpose is there in being a support character in a game where no one needs support anymore? IMO the developers banked far too heavily on Incarnate content providing meaning to the core game and set fire to the Task Force system in order to do it. Blasters, at least, have something to do during a Lady Grey or ITF. Scrappers and Brutes meanwhile have become teams unto themselves.

    [EDIT: Note I'm not saying support is worthless in all contexts; I'm saying that in terms of late game Task Forces specifically support that isn't backed by damage capability is increasingly unviable. I still do find plenty of uses for support characters on other kinds of tasks, and for the iTrials.]

    Of course, this is still fixable, because the game is always adding new content. We are in dire need of incarnate difficulty versions of the existing Task Forces. One "solution" to the melee overpoweredness issue that has specifically backfired, for example, is loading up enemies with powerful PBAoE attacks. These dent a Scrapper but obliterate a blapper or Ice Controller, intending to give melee something difficult to deal with but ending up macing squishies who already have it rough.

    In any case the developers have my sympathies. This is a very difficult issue to detangle. I feel the game does function pretty well in spite of the imbalances, although in some cases (like Blasters vs Scrappers) it does feel pretty glaring.
  3. Oedipus_Tex

    Floating Coins

    Quote:
    Originally Posted by Healix View Post
    Seems the option to turn them off/on would solve the prob for everyone. I'd turn them off, but then I am not a new player.

    I would like an option to not have so many options.
  4. It's too bad that pre-reqs don't let you take Combat Jumping > Acrobatics > Spring Attack. I like Spring Attack, but not enough to take Jump Kick or Super Jump. Super Speed is just hands down the best travel power because you can use it to obtain invisibility, which on a squishy character becomes a practical requirement to survive some portions of late game trials. If Super Jump had Stealth I might give it more consideration (not much though because being able to speed through missions has so much value none of the other 3 travel powers can really compete).
  5. Oedipus_Tex

    Floating Coins

    The yellow rings under the contacts feet are much uglier.

    I like the coins.
  6. Quote:
    Originally Posted by Deacon_NA View Post
    My nit-pick comment:

    The damage type is called "smashing" not "slash"

    Oops, yep. I caught that typo a few times but must have missed some instances. I will fix it in the next version.
  7. Quote:
    Originally Posted by MentalMaden View Post
    Would you be opposed to hearing and maybe mentioning opposing opinions or philosophies? Glancing over it looks like a great guide, but I think there is definitely some differing takes on which bonuses are priorities. I realize you do mention there is a subjective element to the guide, but wasn't sure if you were interested in at least showing some alternative opinions. If you do want to keep it totally from a personal playstyle perspective, then great job so far.

    Actually, I am not sure I agree with all of my own advice, so if there are conflicting opinions, feel free to share them. I also know some powersets better than others. The guide will still be subjective, but I would be willing to include comments or suggestions from other users.

    Specifically, I think that the section on Selecting a Primary Goal needs some retooling. I think right now it sounds like "All builds have this basis" when really what I means is "If you don't know where to start, choose one of these four build goals." I think I also need to add a section about unique considerations some secondaries add to this.
  8. The tutorial is actually not that bad to me, although to be honest it feels more like a commercial more than a tutorial. The opportunity to choose Hero or Villain is nice and so are the voice overs. I'd like to give Paragon Studios credit for doing voice over the right way--short interjections to communicate meaning and not reading every single line of screen text.

    I also have to admit I don't understand the fight with the Giant Shivan at the end. I have done the fight a couple of times and have had a lot of trouble targeting and the monster and understanding whether I am hitting it. I still do not understand what the blinking floor panels in this mission mean. Everywhere else in the game a blinking floor panel means the player needs to get out of the way. I eventually figured out the idea was to move monsters into the line of fire, but the blinking panels under the Giant Shivan are unclear to me still--does that mean "get out of the way" or "the monster is being shot by an NPC"--something that happens nowhere else in the game? The Giant Shivan is one of the best Giant Monsters in the game with great animations, but this isn't a real battle. The monster also seems to be "driven back" even if it still has half of its HP.

    The way I wish that final battle worked is like this: as the monster emerges, a signature hero or villain casts Shields on all the newbies to explain why they aren't being obliterated. When the monster is driven back, it is announced that the players will need to finish the job in the future. That would set the stage for later action. Right now the event feels like a mini movie. Somehow your extremely weak character drives back a giant demon. Minutes later, she's struggling to defeat a Lost Lieutenant.
  9. I would sooner take and slot Walk than use 3 slots on a power barely faster than a free jet pack, but I guess I'm not part of it's demographic.
  10. Under the current implementation of the game, if you plan to take 5 APP powers, Time Manipulation has to be in your primary and not your secondary. If it's in your secondary, you have to drop a critical power. Not everyone will need/want 5 APP powers, but some will.

    I kind of don't like that this is how APP powers were altered, but its how it currently works.
  11. Careful... that Ill/Cold build is only high on the damage scale because of -Regen affecting the target used as a benchmark (a Rikti pilon). It does good effective damage against big targets because the -Regen affects the kill time, not because it does huge actual damage. Against normal enemies Illusion Controllers have hilariously mediocre damage... even Stalkers can do better.
  12. This space originally held part of the guide itself. I'll steal it to add a short comment on the stuff I know is currently not covered. Some of this may be covered in a future update:
    - Upcoming IO "archetype" enhancement sets
    - Enhancement enhancers and their impact on builds
    - Detail on secondary powersets
    - Rules for exemplaring
    - Better coverage on balancing choices between Recharge, Defense, Endurance, and how that interplays with the incarnate system


    EDIT: Also, FYI, I just reviewed some of the slotting recommendations, and a few are pretty wonky. Please do not follow my current slotting advice for Hot Feet. I will fix it when I get an opportunity.. could be a few days.
  13. I was unable to solve the issues with forum formatting. The guide has temporarily been republished here: http://pastehtml.com/view/b7pokm6ab.html.
  14. Hi folks,

    I had never really planned to write a guide, but I recently had a bunch of personal work I wanted to avoid so I spent the weekend putting together what I thought would be a short guide on the subject of making a Controller build. 14 pages later it's a lot longer than I originally envisioned. I might trim it down some.

    Anyway I know we have some experts here on the boards and I'd love to get some feedback. Some of what is being discussed in this guide is obviously subjective (since it is more an explanation of my outlook on slotting than anything--even if I'm actually unsure a totally objective guide for this game is impossible). I would like feedback on what you would like to have more info on, less info on, what is dead wrong, what obvious slotting I missed, and especially which sections need more explanation. I intended this for people who are at least somewhat familiar with their characters, but included some background info for reference.

    Thanks!

    -Oedipus Tex


    UPDATE: A copy of the handbook is now temporarily published here: http://pastehtml.com/view/b7pokm6ab.html
  15. Quote:
    Originally Posted by Melancholia View Post
    I don't think that's a big issue, you never were able to take all 5 powers before.
    And if you are playing certain sets, you still can't.


    Quote:
    You have to sacrifice a "main" power to get them all now, which sounds like a fair trade-off to me.
    Except the sets aren't balanced that way. There is no correlation between something being a "main" power and its level of unlock. Traps and Radiation get all of their main powers early, Cold and Trick Arrow get them all late. This limitation is completely arbitrary. In fact, I wonder if it's not an outright mistake and misunderstanding of the impact of having the APPs unlock early.
  16. This will be one of those musing posts..

    Good news: You can take all 5 APP powers if you want, starting from level 35.

    Bad news: Because they didn't change the levels your core powers unlock, you can only do it if you don't specifically need both your level 35 and 38 power at some point. If you are playing a set like Cold Domination on a Controller you are stuck because of the power order, and will never be able to take all 5 APP powers.

    Now, personally, I think having to wait until level 38 to get your last definable power is a much bigger deal than waiting to 35 for your APPs (in most cases). I sort of wish they had revisited the levels other powers unlocked rather than just changing the APP powers. IMO this is actually pretty unbalanced and severely favors sets that bloom early.

    I wish they would lower the power unlocks like this to better support this change by closing some of the gaps in leveling up and leaving you done with both trees right as APPs open up:

    26 >> 22
    32 >> 26
    35 >> 30
    38 >> 32

    That is all.


    TLDR version: The only way you can take all 5 APP powers is by skipping either the level 35 or level 38 power pick specifically. There is no configuration of powers that can get around this.
  17. Buffing Revive would also create a real LOL situation on fire farms.
  18. Someone swiped several of mine as well straight out of my signature. At least I have them on Virtue. I've never been super protective of the names (or else I wouldn't post them in my sig) but it pretty much seals the deal on me not moving to the new server.

    [Obviously this is revenge for me having scored the name 'Catechism' on Virtue, a name far too self serious for me to ever use. ]
  19. Quote:
    Originally Posted by _Elektro_ View Post
    There's a lot of corruptors in Praetoria right now and many of them are mixing something with 'Time Manipulation' and so far Radiation blast at least appears to be the least damaging.

    Radiation Blast is basically completely average in most ways. The only thing that really is kind of behind is the slowness of Neutron Bomb (which, with its root time of 1.67 seconds, is actually pretty fast for an AoE even if its somewhat slower than the ultra fast Fireball).

    Is Rad Blast as well regarded as Fire, Archery, and Ice? Mostly not. Is it as good as or better in some ways than Electric, Psi, Dark, Assault Rifle, Dual Pistols, Beam Rifle and Energy Blast? Definitely. Very few things are going to stand up to something like Dark/Fire but this game isn't hard enough to worry about that too much. Of course if you are just bored with the set, avoid it, but mechanically it's not a dog unless you only want to play the very best of the best.
  20. Quote:
    Originally Posted by Flower View Post
    Cosmic Burst is the standard, high damage close range attack.

    ...with a Mag 3 stun attached. One of my favorite powers actually.

    Energy Blast's secondary effect isn't that great but as a blast set it's a solid middle performer whose only major fault is not being outstanding in any particular way.

    The set begs to be combined with Dark Mastery btw. Oppressive Gloom + Cosmic Burst will stun a boss with no break in DPS.
  21. Quote:
    Originally Posted by Voidstalker View Post
    It's the unnecessarily exotic names that get me. Having to keep right-clicking on everything in stores to find out which SO or DO I am actually looking at is quite frustrating. I think it would help if each one had a subtitle, e.g:

    Mercurial Theorem (Recharge Speed)

    And yes, I have that one memorized, but like Sherlock Holmes there is only so much room in my brain to put stuff, and learning new things pushes old things out... which is my excuse for forgetting birthdays, anniversaries etc

    A thousand times this. The weird names drive me insane to the point of avoiding of filling slots with unusual DOs and SOs, because I hate hunting for them. I have more or less memorized the color and locations of stuff like Accuracy and Damage. The "cute" names for SO and DOs are mostly senseless anyway (How many "Gloves" am I supposed to be wearing?" "Grenades"... strapped to a War Mace?) It seems like when I first started the game you at least got a pop-up explaining the SO or DO when you rolled over it. Right clicking it all one by one is extremely frustrating.
  22. I think when scientists cornered the word 'venom' they weren't too concerned about whether the substance a robot, zombie, or super hero spits is technically venom or poison. The origin and delivery methods of the substance being spit/thrown/hurled is vague. And I would argue that yes you can "poison with venom," because venom is the name of a substance, and poison a verb indicating a method of delivery, which may or may not be the standard natural or biological method native to the organism that produced the venom.
  23. Oedipus_Tex

    Ice slotting

    Time Manip is still pretty new so there are few builds posted. It's sort of similar to Radiation in some ways though. Here is the slotting on my Ice/Radiation to see as a basic starting point.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Radio Iceotope REAL: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Block of Ice -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(5), BasGaze-Rchg/Hold(11)
    Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(3), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(25), Numna-Heal(37), Numna-Regen/Rcvry+(46)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-Rchg/EndRdx(36), DarkWD-ToHitDeb/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(50)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(5)
    Level 6: Arctic Air -- CoPers-Conf%(A), CoPers-Conf/EndRdx(7), CoPers-Acc/Rchg(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Conf(13)
    Level 8: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(11), GravAnch-Acc/Rchg(13), GravAnch-Immob/EndRdx(15), GravAnch-Hold%(17)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 12: Ice Slick -- Range-I(A)
    Level 14: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(19), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Dmg/EndRdx(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Acc/Dmg/Rchg(23)
    Level 16: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(31), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(39), Stpfy-KB%(39)
    Level 18: Enervating Field -- EndRdx-I(A)
    Level 20: Maneuvers -- LkGmblr-Rchg+(A), DefBuff-I(23)
    Level 22: Lingering Radiation -- TmpRdns-Acc/Slow(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-%Hold(27), Lock-Rchg/Hold(36), Lock-Acc/EndRdx/Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(37)
    Level 28: Choking Cloud -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(29), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Acc/EndRdx/Rchg/Hold(31), Lock-Acc/EndRdx/Rchg/Hold(31), Lock-%Hold(34)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Jack Frost -- ExRmnt-Dmg/EndRdx(A), ExRmnt-Acc/Dmg(33), ExRmnt-Acc/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-+Res(Pets)(34), ExRmnt-EndRdx/Dmg/Rchg(40)
    Level 35: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(40), RedFtn-EndRdx(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx/Rchg(43), RedFtn-Def/EndRdx(43)
    Level 38: Super Speed -- Zephyr-ResKB(A)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42), LkGmblr-Rchg+(42)
    Level 44: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/Rchg(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), FrcFbk-Rechg%(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(37)



    Code:
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  24. Oedipus_Tex

    Time Overpowered

    None of those things are really the reason Time is overpowered, IMO.

    The fact that you can soft cap to every position, including Psi, on SOs because Farsight can be Power Boost'ed might be, though.

    Time actually isn't just up there with Rad and Kin... its competing with (and to some extent beating) Super Reflexes and Energy Aura.
  25. Poison is among my least favorite of the current support sets. The feedback I gave in the Feedback forums, and still hold to, is that the addition of the PBAoE toggle doesn't work in the context of the rest of the powers or the Controller/Corruptor/Defender(eventually) primaries/secondaries it needs to be combined with. The only thing I can say for it is at least it is better on Controllers than on Corruptors.

    The 15ft radius toggle needs to either be bigger (25ft like Time's Juncture) or have a longer debuff period (20 seconds after enemies leave the cloud), or both. And the third-rate healer set abilities that you can't self-cast don't do much to impress me either. I might play it anyway, but not because I think it's implemented correctly. It's a bit strange to get Poison in the same issue as something like Time Manipulation that outclasses it in so many ways.