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Posts
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Joined
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Standard code rant aside, I see no reason this couldn't be a possible feature for the future. Enhancements aren't a big enough deal to me. I have no idea what the code is doing behind the scenes but I'd assume they are checked only at the moment you try to slot them, not after they are slotted. Worst case you lose your DOs and SOs and have to reslot. (Well actually worst case is the game is built in some unpredictable way and it crashes, but again, SCR). IOs aren't connected to origin so there are no huge losses.
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It would be useful for people who want to see what the powers actually do before going into the world, like you can do in some other games. If you can "just reroll" then IMO there isn't a huge argument for why you couldn't "just respec." You could try all of the powers and then leave the tutorial with the ones you wanted. Standard code rant applies.
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AV soloing has been democratized by incarnate abilities to the point I'm no longer sure how much having a great build matters. Even my Ice/Rad Controller with ~40% defense can pretty much tank a standard AV at +4 (and hilariously, outside of aggro control he's probably more survivable than many actual melees against some of them because of absurd Psi defense and a faster recharging self heal).
Ill/Cold makes soloing AVs so easy I don't know what to recommend anymore. Unless by "solo" you mean "not involving your Lore pet power." I would tend to think these days that for absolute min/maxing on Ill/Cold you'd try to find a Lore pet with huge damage and try to pick whatever slotting I could to raise the pet's defense as high as possible so it doesn't die before its normal duration is up. Perma Phantoms should help somewhat but it's no longer nearly as necessary as it once was. I suppose you could try to solo or duo the AVs on the iTrials. -
I at least wish the pedestrians of the Rogue Islands would run screaming from costumed players instead of waving hello. That one bit of weirdness has always bothered me immensely. The "run screaming" animation is even already sort of there, because that that is how pedestrians react to villain NPCs.
Not that that alone would save red side for me. The big difference between blue and red to me is that blue side has a huge amount of variation. Croatoa looks nothing like Steel Canyon and neither look like Faultline. The Rogue Isles are so homogenized looking that I can barely tell the zones apart. The place feels to me like the city version of an "endless forest" level. -
I think the starter zone should have a contact who grants unlimited respecs while you are in the zone. As a safeguard, only characters under level 6 would be allow to use the feature. Once you leave the starter zone you would use the normal respec system. While it only affects a small number of powers, committing to your first 3 power choices when you know nothing about the game or your character can mess you up early on (particularly, not knowing to slot Stamina). Particularly with ATs like Controllers where your choices might be something un-straightforward, like: Mezmerize, Dominate, Levitate, Confuse (assuming you could actually hit lvl 6 in the zone), Entangling Arrow, Flash Arrow, Glue Arrow.
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Quote:Zwill has mentioned that only Travel Power Pools will be affected by the change (that will remove the restriction of needing another power from the pool).
If you're interested in reading it yourself, here is the thread:
http://boards.cityofheroes.com/showthread.php?t=267528
It's on the first page (since I fail at linking, you'll probably have to scroll down a little).
Well that's what I get for not reading the boards for 48 hours.You are right--it looks like they pulled the feature/bug/whatever from the SDCC preview that allowed taking any Tier 2 without prereqs, or the original info was wrong.
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That build is actually quite nice. The only thing I'd change for sure is the slotting of Kismet. I think it only works slotted in something you use regularly.
In terms of how I'd build it myself, there are a few specific things I'd probably do. I would back away from trying to soft cap so many kinds of defense in favor of switching to capped Ranged, with decent values for everything else, but trying to pick up a self heal and as much Resistance as possible. Then I'd switch to the Primal APP for Power Boost and probably the Destiny incarnate power that grants Power Boost-ish effects. These powers increase the strength of the shields. IMO the long term effect is a much more survivability than soft capping to several positions would be. I'd also try for as much additional Recharge as possible so that Power Boost and Mind's long recharge powers came back faster.
Here's a sample of what that might look like. With Cardiac alphas, the S/L resist is 70%. You get a self heal, and when Power Boosted are nearly capped to all (the Destiny power would cap it). Your team and any pets are shielded for 31% when you cast your shields while PBed, and are soft capped in normal content when nearby you.
Note that the build doesn't work until I21. If you want to change over now, you may want to take Telekinesis in place of Aid Self and see if you like it better than Force Bubble.
Also note that I swapped the slotting of Mass Confusion and Confuse. Some people may not like that I moved the Con Confusion proc to Mass Confuse, where it triggers less often, but in my experience Con Confusion isn't that important to Mind Controllers as a whole.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
ZZZ CON MIND FF: Level 50 Science Controller
Primary Power Set: Mind Control
Secondary Power Set: Force Field
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Primal Forces Mastery
Hero Profile:
Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7)
Level 1: Personal Force Field -- LkGmblr-Rchg+(A)
Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(13), HO:Perox(13), Dmg-I(39)
Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(43)
Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(11), Mlais-Acc/EndRdx(11), Mlais-Conf/Rng(17), Mlais-Acc/Conf/Rchg(34)
Level 8: Mass Hypnosis -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(9), FtnHyp-Acc/Rchg(9), FtnHyp-Sleep/EndRdx(17), FtnHyp-Plct%(39)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(34)
Level 12: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31), LkGmblr-Rchg+(34), HO:Cyto(46)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(48)
Level 16: Aid Self -- Heal-I(A), Heal-I(40)
Level 18: Total Domination -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(36), UbrkCons-Hold(37)
Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def(21), RedFtn-EndRdx(21), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(48)
Level 22: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Insulation Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(25), LkGmblr-Rchg+(25)
Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(40)
Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(37), CoPers-Conf%(39)
Level 35: Weave -- LkGmblr-Def/EndRdx(A), Ksmt-ToHit+(40), LkGmblr-Def(50), LkGmblr-Rchg+(50)
Level 38: Force Bubble -- EndRdx-I(A)
Level 41: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(46)
Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46)
Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
Level 49: Temp Invulnerability -- ResDam-I(A), TtmC'tng-ResDam/EndRdx(50)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Containment
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(42)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(19), EndMod-I(19)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1410;701;1402;HEX;| |78DA6593596F524114C767E022164AA1B6D895AD1B2D505AA2BED9345A7AB5466A9| |3262EB82081DBF626786900137DF333F8E293EB935BD4C4F53B187DD268A25FC125| |7579337838FF69218184F9CD3DE73F73CE9C3993B992EE14E2DABC90BE8552BE5AC| |D2D94AD5AA55C2A1915E76AC134AC82E1CD66B3E18513CBE1CCD2723AACEB4E2144| |A829DB5E91CC985671FB63A8C57FF8F2DA5A522F570A464E378D52B17BC9DA302A8| |6554B6E4F5C2B655ABFBA691845374FF592B9BE51F3F03C6314CD826919F8D21B0E| |D35A1F5CDC340BC9958A79295FCAF1E6D55C265FAD1995ABFD94DF04FDEF4BA17E7| |59BB84948895DB780DB8C834D81107ED9303DA411D6BA437EB0091110B68FC02746| |E767608E241AC509F04E0F688D5D2DB3239486501A4275DD01EE3262F7188F68950| |3AB34C716C777FD027E337C7F1891BF8CC7343A95DC79CAD630ED3E0D9C61F8B28C| |89B38C11D276481CBF23CE01834004E820811B02BBFB0BAF097E6544508CE9038D4| |3DAC528093D082C3D10CE4018228F5779BC63BC6B1478423B74AB64BB17593CAA03| |4780A38CB134E310C97B908BA3C7C5D17BBB002F23E8668C7532663C8C391AFDEA8| |6FDC8796F2FE063CCD3D8A7047D30F543D00FF9531A07549A03CF39F3C117C04BC6| |F02BE03543D2798754C70C0DB2C94EA6003297813ED9688E688CF77E4663483545E| |81C1F337C1EB800E450828BB8B63C43A3FD46D4AD8C20E5E83FD1D83685CC53C83C| |4DE3B84A653CC2A9BCA5169C540127D1855368B829345C0C3D19434F4EA327B7E8F| |DC75509E22841022548A004099C7DFA0DE33D0549AA2B4FA291668077E499559598| |4DB029854A0C6B2D0F0D650B344DF558AB1B47996D37A5DA4DFB5A4D762EDFFE76D| |5F176D38AB6F3CC8554AFC1B7F384EBDF5CE496CA3DCAEE1F4D9394C76812155327| |F970DF5BC5932CFED934D9E475CE6BCF0D20CC82F91E1A21A8FF07923CCC60| |-------------------------------------------------------------------|
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Probably Force Bubble. Telekinesis is also not totally awful, especially in certain trials.
IMO picking up Aid self would be a good idea if you haven't exhausted pool options. In issue 21 it allegedly is available from level 4 with no pre-reqs. -
There isn't a best. There are a lot of good ones but the game is too varied and each Controller too different from each other for a real "best" to exist.
For example, IMO, Thermal, Empathy, and Mind Control are the "best" for the Keyes Island trial. A Mind Controller with a reliable and non-aggro self heal is even better. This is mostly due to the non-aggro powers allowing the Mind Controller to confuse and sleep enemies before the rest of the team gets to them, so they can't pop-shot anyone low on HP. IMO Fire Control is among the worst for this particular trial, because pets and PBAoE damage are generally less useful or even directly counterproductive.
The BAF is pretty much an AV farm with a 5 minute intermission. IMO, Controllers in general are not that great at this trial. Dominators, Corruptors, or a /Sonic Defender are much much more useful here. Controllers contribute via their buffs but provide 3rd rate damage next to Corruptors and much less utility for dealing with the escapee phase than a Dominator, who can both control minions and do high damage to the un-Containment-able lieutenants. The enemy waves during AVs fights are all bosses, making perma-Doms much more effective at dealing with them in general. Mind and Illusion Control probably fare worst here, and /Storm performs well.
Lambda is hard to pin point. Mass Confusion is extremely effective if too many enemies build up around Marauder. Mass Hypnosis can split groups of ambushers invisibly--usually bad but good here. An alpha breaker is useful on the groups surrounding the boxes, but expect an ambush and a need to respond to it with another power. PBAoEs are a hassle during the sabotage phase IMO because they draw unwanted aggro.
For soloing, Fire and Plant are probably best. As long as it isn't soloing Nemesis, because Nemesis are effectively immune to Plant's best control power. And as long as the developers never give a level 50 enemy Dispersion Bubble, which cancels all of Fire Control's powers.
In any case, in my experience at high levels the importance of "alpha breaker" powers for team characters drops significantly. They are still helpful but teams simply do not stand around waiting for Controllers (or Dominators) to mezz the opposition. My Ice/Rad runs slightly ahead of the team, setting up the debuffs and letting enemies take a pot shot at me so the -Recharge means more when the rest of the team arrives.
Earth/Rad is an effective character with its ups and downs. Earth Control itself has very powerful mitigation and an effective pet. The -defense sometimes actually means something in trials due to the nature of the enemies. How much Radiation's toggles realistically contribute is a matter for debate. On paper they are amazing but in practice I'm less sure, due to their short-ish range (15 feet) and the constant detoggling when something dies. You won't go wrong with Earth/Rad, but it won't be uncontroversially the "best." -
IMO the main thing you should know about Fire/Kin is that it spent a period of time with a reputation as the "best" farmer in the game, in part because endurance management for most characters used to be much more unfavorable. Changes to the game since then have leveled the playing field somewhat. Fire/Kin is still a powerful combo but is no longer what it once was.
Anyway, during Fire/Kin's heyday, pretty much everyone went Fire/Kin/Stone because Fire/Kin was the go-to farming build and everyone farmed s/l enemies. You can still do this and earn cash and possibly purple drops.
Outside of farms, s/l defense is useful but IMO it's hard to say whether its the best option. It depends on a lot of things. Getting Hot Feet constantly detoggled drives me crazy, so I generally consider Psi my go-to app unless I am going for Clarion Destiny. The fact that the rock and ice armors are hideous also tips the cards for me. -
Don't forget you could also try a /Empathy Controller.
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Quote:@Oedipus Tex: I like the look, Tex... but I would be hesitant to use the Resistance Chest due to its strong connection to the Resistance in-game. Of course the colors you chose are wildly different than anything we have in-game for them, it will always make me think of that group, and obviously, Valk has nothing to do with them.
Thanks.. yep I agree about that armor piece. I like it a lot but its very theme-locked. Here is what the same model looks like with a more generic chest piece and some other modifications (mainly hair color and toned down frills on the accessories).
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I was up late so took a stab at Swan too. We don't have her back-cape, so I had to improvise with the bolero. IMO what I thought she could use too was a departure from some of the monotone. I couldn't find a lot about her personality, so based on her name, I tried to carry her in a "nursery rhyme" inspired direction for the fun of it.
[EDIT: Added a take on Seraphina too.]
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DisplayName P687117166 RegionName Head BodySetName MaskW/Hair Color1 99, 99, 192 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Wristband Texture1 skin_wristband_01a Texture2 skin_wristband_01b DisplayName P3937616722 RegionName "Upper Body" BodySetName "Magic Bolero" Color1 76, 77, 255 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_BOOT.GEO/GEO_LlegR_High_Heel_Boot_01 Texture1 !Boot_V_High_Heel_01 Texture2 !Boot_V_High_Heel_01_Mask DisplayName P2104750136 RegionName "Lower Body" BodySetName NewSkirts Color1 126, 127, 241 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Retro_01 Texture1 Retro_01a Texture2 Retro_01b DisplayName P177456852 RegionName "Upper Body" BodySetName "Magic Bolero" Color1 255, 255, 255 Color2 126, 127, 241 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_Fem_HAIR.GEO/GEO_Hair_Strange_01 Texture1 !SF_Hair_Strange_01 Texture2 !SF_Hair_Strange_01_Mask DisplayName P2681220175 RegionName Head BodySetName MaskW/Hair Color1 255, 255, 255 Color2 126, 127, 241 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2793026233 RegionName Head BodySetName MaskW/Hair Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2281134661 RegionName "Upper Body" BodySetName "Magic Bolero" Color1 253, 114, 255 Color2 38, 26, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_SPADR.GEO/GEO_SpadR_Magic_Robe_01 Texture1 !spadr_v_Witch_01 Texture2 !spadr_v_Witch_01_Mask DisplayName P547119982 RegionName "Upper Body" BodySetName "Magic Bolero" Color1 192, 99, 192 Color2 126, 127, 241 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry N_Fem_Steampunk_01.geo/GEO_N_Neck_Collar_Vic_Steampunk_01 Texture1 !X_N_Fem_Neck_Vic_Steampunk_01 Texture2 None DisplayName P2371314042 RegionName Head BodySetName MaskW/Hair Color1 126, 127, 241 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 255, 255 Color2 126, 127, 241 Color3 255, 255, 255 Color4 76, 137, 255 } 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BodySetName standard Color1 0, 153, 95 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Bracer_01 Texture1 Skin_Bracer_01a Texture2 Skin_Bracer_01b DisplayName P3937616722 RegionName "Upper Body" BodySetName Tights/Skin Color1 255, 169, 0 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry slipon_02 Texture1 skin_slipon_02a Texture2 skin_slipon_02b DisplayName P2104750136 RegionName "Lower Body" BodySetName pants Color1 255, 169, 0 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry N_Fem_Steampunk_01.geo/GEO_N_Belt_Vic_Steampunk_01 Texture1 !X_N_Fem_Belt_Vic_Steampunk_01 Texture2 None DisplayName P177456852 RegionName "Upper Body" BodySetName Tights/Skin Color1 49, 65, 97 Color2 97, 49, 97 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_Fem_HAIR.GEO/GEO_Hair_Beverly_Thrills_01 Texture1 !SF_Hair_Beverly_Thrills_01 Texture2 !SF_Hair_Beverly_Thrills_01_Mask DisplayName P2681220175 RegionName Head BodySetName standard Color1 170, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Tiara_04 Texture1 Tiara_01a Texture2 Tiara_01b DisplayName P2793026233 RegionName Head BodySetName standard Color1 255, 169, 0 Color2 0, 153, 2 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry N_Fem_Steampunk_01.geo/GEO_N_Emblem_Bustier_Clsc_Steampunk_01 Texture1 !X_N_Fem_Emblem_Clsc_Steampunk_01 Texture2 None DisplayName P2281134661 RegionName "Upper Body" BodySetName Tights/Skin Color1 192, 99, 192 Color2 97, 30, 30 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_SPADR.GEO/GEO_Spadr_Alpha_01 Texture1 !spadr_v_Alpha_01 Texture2 !spadr_v_Alpha_01_Mask DisplayName P772741860 RegionName "Upper Body" BodySetName Tights/Skin Color1 255, 190, 63 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Veil_01 Texture1 Veil_01a Texture2 Veil_01b DisplayName P2371314042 RegionName Head BodySetName standard Color1 97, 49, 65 Color2 255, 169, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Shoulder Texture1 !Cape_shoulder_top Texture2 None DisplayName P1987928225 RegionName Capes BodySetName ShoulderMantle Color1 97, 30, 30 Color2 97, 30, 30 Color3 97, 30, 30 Color4 97, 30, 30 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P33398819 RegionName Capes BodySetName ShoulderMantle Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx capes/CapeShoulderFem_long.fx Geometry Shoulder Texture1 !Cape_shoulder Texture2 cape_v_lace DisplayName P4269015351 RegionName Capes BodySetName ShoulderMantle Color1 97, 30, 30 Color2 97, 30, 30 Color3 97, 30, 30 Color4 97, 30, 30 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 31 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 97, 30, 30 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 0, 204, 124 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 87, 255 Color2 255, 255, 255 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 255, 0, 0 Color2 0, 0, 255 Color3 255, 0, 0 Color4 0, 0, 255 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName pants Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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In fairness, the amount of sacrifice you have to make to get both high defense and adequately slot your powers has dropped somewhat over the past few issues. IMO it used be a stretch to soft cap the average Controller, but the alpha slot, easier access to Luck of the Gambler, the Destiny slot, and inherent Fitness have made it much easier.
However, I should add that one specific piece of advice from the past that I now no longer support (which I don't think has come up in this thread) is that defense isn't worth it unless you can soft cap it. If you can hit 35% or so, you increase your average survivability enormously, especially if you are good at timing your inspirations. Soft capping is still generally great, but I no longer subscribe to the all-or-nothing theory for Controllers. In that sense I agree with Local Man that sacrificing defense at the cost of utility can sometimes be a waste. IMO it depends a lot on the Controller though. I will probably always seek protection on my Ice and Mind Controllers for example.
Laevateinn's build is actually pretty good. The main thing IMO that could be improved is picking up an AoE blast power. The 3% PVP IO slotted in there is probably way outside the average player's budget. I'm also unsure that the build is sustainable with -1.58% endurance drain and 3.07 returned. I certainly wouldn't want to try to solo with it sans AoE blast. However I still think the build is pretty good overall... my general feeling about builds is if you agree 100% with someone about what is ideal, you're building what they want and not what you actually play. -
Valkyrie has always bothered me because of the hair matching the costume colors. Unlike some posters, the super-yellow hair doesn't bother me, because that's how blonde hair is often rendered in comic books. For me its more about how all of the colors run together.
Here is a shot at breaking the color up some. I'd pulled her hair back so she is more representative in silhouette. I'm unsure about the gloves and some other pieces but here is my basic concept:
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!v_sf_face_skin_head_03 Texture2 !V_Face_Mask_5 DisplayName P687117166 RegionName Head BodySetName MaskW/Hair Color1 88, 68, 57 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_GLOVE.GEO/GEO_Larm*_Enforcer_01 Texture1 !X_Enforcer_Glove_02 Texture2 None DisplayName P3937616722 RegionName "Upper Body" BodySetName Tight Color1 255, 255, 255 Color2 183, 135, 40 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_BOOT.GEO/GEO_LlegR_Valkyrie_01 Texture1 !X_Valkyrie_Boot Texture2 !Boot_V_Valkyrie_01_Mask DisplayName P2104750136 RegionName "Lower Body" BodySetName Tight Color1 255, 255, 255 Color2 255, 190, 63 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_BELT.GEO/GEO_Belt_Valkyrie_01 Texture1 !X_Valkyrie_Belt_01 Texture2 !belt_V_Valkyrie_01_Mask DisplayName P177456852 RegionName "Upper Body" BodySetName Tight Color1 255, 255, 255 Color2 183, 135, 40 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Ponytail_02 Texture1 Long_01a Texture2 Long_01b DisplayName P2681220175 RegionName Head BodySetName MaskW/Hair Color1 241, 238, 126 Color2 241, 238, 126 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_EYES.GEO/GEO_Eyes_Valkyrie_02b Texture1 !X_Valkyrie_Eyes_02 Texture2 !Eyes_V_Valkyrie_02_Mask DisplayName P2793026233 RegionName Head BodySetName MaskW/Hair Color1 183, 135, 40 Color2 199, 199, 199 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_Emblem_Res.GEO/GEO_FEM_V_Emblem_Resistance_04 Texture1 !X_Emblem_V_Resistance_01P Texture2 !Emblem_V_Resistance_01_Mask DisplayName P2281134661 RegionName "Upper Body" BodySetName Tight Color1 255, 255, 255 Color2 183, 135, 40 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry V_FEM_SPADR.GEO/GEO_SpadR_Valkyrie_03 Texture1 !X_Valkyrie_SpadR_02 Texture2 !SpadR_V_Valkyrie_02_Mask DisplayName P772741860 RegionName "Upper Body" BodySetName Tight Color1 255, 255, 255 Color2 183, 135, 40 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx WEAPONS/Custom_Broadsword/Fem_Broadsword_Talsorian01.fx Geometry None Texture1 None Texture2 None DisplayName P3831956833 RegionName Weapons BodySetName Weapons Color1 183, 135, 40 Color2 255, 255, 255 Color3 59, 59, 59 Color4 0, 0, 0 } CostumePart "" { Geometry N_Fem_Steampunk_01.geo/GEO_N_Neck_Collar_Vic_Steampunk_01 Texture1 !X_N_Fem_Neck_Vic_Steampunk_01 Texture2 None DisplayName P2371314042 RegionName Head BodySetName MaskW/Hair Color1 255, 255, 255 Color2 183, 135, 40 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Full Texture1 Cape_Top_01 Texture2 None DisplayName P1987928225 RegionName Capes BodySetName FullMantle Color1 183, 135, 40 Color2 227, 227, 227 Color3 183, 135, 40 Color4 199, 199, 199 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P33398819 RegionName Capes BodySetName FullMantle Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx capes/Origin/UnifiedFieldFacade/Fem/CapeLong2sided.fx Geometry None Texture1 None Texture2 None DisplayName P4269015351 RegionName Capes BodySetName FullMantle Color1 183, 135, 40 Color2 227, 227, 227 Color3 183, 135, 40 Color4 199, 199, 199 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 68, 102 Color3 0, 0, 0 Color4 0, 68, 102 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName MaskW/Hair Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 97, 85, 60 Color2 183, 135, 40 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx WEAPONS/CustomShields/Energy/Female_Shield_Energy1_01.fx Geometry None Texture1 None Texture2 None DisplayName P2390517131 RegionName Shields BodySetName "Elemental Shields" Color1 183, 135, 40 Color2 183, 135, 40 Color3 183, 135, 40 Color4 183, 135, 40 } CostumePart "" { Fx WEAPONS/CustomShields/None.fx Geometry None Texture1 None Texture2 None DisplayName P4035132623 RegionName Shields BodySetName "Elemental Shields" Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName Tight Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Color1 0, 0, 0 Color2 0, 0, 0 Color3 0, 0, 0 Color4 0, 0, 0 } }
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You absolutely must slot Contagious Confusion in Arctic Air. This is one of the best proc-power synergies in the game. Getting the proc and nothing else is probably about as effective on its own as completely slotting 5 or 6 entire powers.
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Ghost Widow gets top marks from me for one main reason: I saw her on the CoV game box years before I actually played the game and still remembered what she looked like when a friend convinced me to sign up.
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Congrats on your first 50.
Definitely take a look at Draggynn's Storm guide. It's excellent.
I don't have much to add to what other people have said so far but I can take a look once you've made modifications. You can see other Ice/Storm builds, including the one I posted as a potential model for another poster, here: http://boards.cityofheroes.com/showthread.php?t=266799 -
Should work fine. I suspect it will also be murder on the endurance bar until you can stabilize it. Icy Assault does great damage but man does it tire you out fast, partially due to how fast you can throw attacks.
I've mainly played the reverse combo, Ice/Fire, which is very different from Fire/Ice but one of my favorite characters. Mainly because I am the only one I have ever seen. -
I like it. Would do a lot for a fairly boring power.
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Quote:This community is so interesting sometimes.
There is currently a 13 page thread discussing the hot topic of an all female server and I get told my leetle joke is pointless.
There is definitely a bit of a trend here of taking the most dramatic approach to every single situation to prove how much more awesome you are than the last person to say something.
Everyone jumps at the chance to let everyone else know how dumb they think something is instead of thinking to themselves, "Oh that is not interesting to me. Perhaps I will post elsewhere."
It's one thing when someone posts something totally retarded (like suggesting an all female server) but I just posted this because I thought it was kind of funny. No harm no foul, I would think.
But anyways, sorry that you guys did not like my joke. I am sorry for wasting your precious forum space and I will let you get back to calling each other stupid in different, more productive threads.
When you read a post that seems especially venomous and seems to come out of nowhere, its helpful to remember people who screech and grandstand about every small feature change to the game. That's what your post is to them: a feature change to the game. -
I have a lot of Ice Controllers and Dominators. I like the set but one of the things that is sort of annoying is the conflict between knockdown and immobilize. Trying to hold a boss and failing to overcome its hold protection also protects the boss from falling even though it is isn't held. People have suggested removing the -kb, but this would tank characters who rely on the -kb for stuff like Tornado. If only there were a way to control when something gets the -kb tag.
Well actually, there is. And it already exists in another Ice set.
The power Freeze Ray does -kb. For a while I was confused about how I was able to Freeze Ray something and then use a knockback power like Force Bolt successfully. Then I found out that Freeze Ray has conditional -kb: it only applies if you cast the power while the target is already held. Stacking Freeze Ray on a target that's held applies the -kb, but holding them for the first time does not.
I don't know if this would work with Immobilize or how easy it would be to set up. However, if it could be coded so that the -kb tag only applies when you stack immobilize (or holds), Controllers could get Containment without having to shortchange their knockdown slick. If you wanted to protect enemies from being kbed, you could spam the power. -
The ad is excellent. Who is the player who created it?
And yes, the "As Seen on TV" logo is apparently public domain. -
I'm really surprised not to see Cloak of Darkness in there. Dark Manipulation without some sort of stealth seems a little unusual to me. All of the other ATs where Dark makes an appearance have a stealth power in one powerset or the other.