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Posts
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Joined
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IMO what is truly weird about the CoT is that the Ruin Mages (I think--the ones with Dispersion Bubble and Earthquake) disappear at higher levels. Outside of their actual level, they are vastly more powerful than anything that comes in that faction later. Vastly. IMO that one enemy is what keeps high level CoT from being a Carnies or Malta. When you factor in the missing ghosts and spirits and their -ToHit, its like CoT got accidentally switched in difficulty between low levels and high levels.
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A long time ago I suggested that Sonic Siphon summon a "ball of sound" wherever it is cast. The ball can't be harmed and doesn't move, but can receive buffs. Specifically, your Sonic Disruption ring or the knockback toggle, if you choose to hang either of them there. The ball could also have its own PBAoE effect of some kind... maybe -Regen/-Heal?
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Quote:That sounds... kind of creepy, really. Especially the "ideal world" version. More like a surveillance tool than anything "social". I mean, surely if you were being social with another character you'd just be standing where you'd have line of sight.
I picture it more like a comic book side panel with a 25ft radius. Not something you use to watch someone from across the zone.
As for the other part, you can already pull up a panel showing the person's face. I'd like to see the full 3-D model, or barring that, the rendered jpg version that shows on your costume selection panel. Lots of games allow this. There is nothing especially creepy about being able to see another character up close without tilting the main camera or standing right on top of them. -
Quote:Also, I want to add, they don't seem balanced between themselves for that matter.
-Afterburner provides a measly increase of 13 MPH to the already slowest travel power while disabling your ability to attack. Yes it provides some Defense, but's that pointless with an Affect Self Only being enforced.
-Zone Teleport seems kind of useless. The changes made to the train stations and helicopters aside, with Ouroboros access being lowered, you can use that to travel to most of the zones in the game already, and if you're at 50 and know where Contacts are located, you can travel to the specific area of the zone you want.
These powers are both extreme novelties in my opinion and I don't think they stack up to, for example, an extra AoE attack like Leaping is getting.
If it were up to me, I'd create three more thematic AoE attacks for the Fly, TP and Speed pools, create a "novelty" power for Leaping, and demote all four novelty powers down to Tier 1, because they're just not worth prerequisites or busting a build to get.
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Does Afterburner suffer from travel suppression? If not then it might be a very good power for a few people. Generally tho I agree I'm unsure about whether an Only Effect Self effect is a good idea. -
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IMO give Clarity Psi Resistance and make that portion an AoE a la ID, and drop the Recharge on Liquefy from 500 to 240 (which equals about 50% up time). Sonic Repulsion is trash regardless but Sonic is a set that IMO is salvageable with very few changes. The powers themselves are fairly interesting but the values on some of them (particularly the recharge on Liquefy) are unjustified.
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I would like a window of some kind where I can see other characters full-sized. This is mainly so that I can see their costume. Right now /info will show their head but not a lot else.
In an ideal world, the window would actually be some sort of social tool, where basically the window hosted a second camera trained on the other player and I could see every emote or action they take. But that might be asking for too much. Just the ability to see them without juggling the camera around would be fine. -
I'm neutral on whether you should or should not be able to turn off toggles while mezzed. IMO the argument really goes both ways.
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My take on Mr Davies. Fairly large departure but like before, just for fun. I figure he he has all that shop equipment around him and he is wearing a sort of 'dressed down' outfit in the original, so I went for a sort of blue-collar robo technician look.
Code:{ CostumeFilePrefix male Scale 8.021 BoneScale -0.1507 ShoulderScale -0.3382 ChestScale -0.4692 WaistScale -0.2517 HipScale -0.5753 LegScale -0.1 HeadScales 0.7124, 1, 1 BrowScales -0.1939, 0.4441, 0.5236 CheekScales -1, 0.2269, -1 ChinScales -0.1319, -0.8019, -1 CraniumScales 1, 1, 1 JawScales -1, 0.1648, 0.927 NoseScales -0.4152, -0.5181, -0.861 SkinColor 221, 152, 107 NumParts 28 CostumePart "" { Geometry V_Hips_Res.geo/GEO_Hips_Resistance_01 Texture1 !X_Hips_V_Resistance_01P Texture2 None DisplayName P887196332 RegionName "Lower Body" BodySetName TuckedIn Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry Jackets Texture1 skin_tshirt_01a Texture2 skin_tshirt_01b DisplayName P566009771 RegionName "Upper Body" BodySetName "Sleeveless Jackets" Color1 88, 68, 57 Color2 51, 17, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry V_MALE_HEAD.GEO/GEO_Head_V_Asym_Standard Texture1 skin_v_head_64 Texture2 None DisplayName P687117166 RegionName Head BodySetName standard Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry V_MALE_GLOVE.GEO/GEO_LArm*_V_Robotic_Claw_01 Texture1 !Boot_Robotics_Assault_01 Texture2 None DisplayName P3937616722 RegionName "Upper Body" BodySetName "Sleeveless Jackets" Color1 88, 68, 57 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry N_Male_Steampunk_01.geo/GEO_N_Lleg*_Boots_Clsc_Steampunk_01 Texture1 !X_N_Male_Boots_Clsc_Steampunk_01 Texture2 None DisplayName P2104750136 RegionName "Lower Body" BodySetName TuckedIn Color1 88, 68, 57 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry V_MALE_BELT.GEO/GEO_Belt_Enforcer_01 Texture1 !X_Enforcer_Emblem Texture2 !Emblem_v_Enforcer_01_Mask DisplayName P177456852 RegionName "Upper Body" BodySetName "Sleeveless Jackets" Color1 88, 68, 57 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2681220175 RegionName Head BodySetName standard Color1 59, 59, 59 Color2 115, 115, 115 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry V_MALE_Eyes.GEO/GEO_Eyes_Welding_Glasses_04 Texture1 !Hair_V_Surgeon_Cap_01 Texture2 !Hair_V_Surgeon_Cap_01_Mask DisplayName P2793026233 RegionName Head BodySetName standard Color1 255, 85, 0 Color2 97, 85, 60 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P2281134661 RegionName "Upper Body" BodySetName "Sleeveless Jackets" Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P772741860 RegionName "Upper Body" BodySetName "Sleeveless Jackets" Color1 88, 68, 57 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx WEAPONS/Custom_Mace/Male_Mace_PipeWrench01.fx Geometry None Texture1 None Texture2 None DisplayName P1596236415 RegionName Weapons BodySetName Weapons Color1 255, 85, 0 Color2 88, 68, 57 Color3 0, 0, 0 Color4 0, 0, 0 } CostumePart "" { Geometry Mustache_02 Texture1 Beard_01a Texture2 Beard_01b DisplayName P2371314042 RegionName Head BodySetName standard Color1 59, 59, 59 Color2 31, 31, 31 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 59, 59, 59 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry V_MALE_TOP.GEO/GEO_Top_Dress_Shirt_03 Texture1 !Top_V_Cop_Shirt_02 Texture2 !Top_V_Cop_Shirt_01_Mask DisplayName P828551227 RegionName "Upper Body" BodySetName "Sleeveless Jackets" Color1 31, 10, 0 Color2 170, 56, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P1848153390 RegionName Head BodySetName standard Color1 88, 68, 57 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 212, 70, 0 Color2 88, 68, 57 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 49, 81, 97 Color2 0, 153, 2 Color3 49, 81, 97 Color4 0, 153, 2 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Fx None Geometry None Texture1 None Texture2 None Color1 31, 10, 0 Color2 255, 85, 0 Color3 31, 10, 0 Color4 255, 85, 0 } CostumePart "" { Geometry None Texture1 None Texture2 None DisplayName P546439883 RegionName "Lower Body" BodySetName TuckedIn Color1 0, 0, 0 Color2 255, 255, 255 Color3 31, 10, 0 Color4 255, 85, 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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I do find myself sometimes wishing Hurricane and its repel was seperate from the -ToHit portion. I doubt they'd ever do it for balance reasons but if they did my vote would be to axe Gale and split Hurricane into two different toggles, one -tohit the other repel.
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Quote:Nobody's saying that only the best powersets should be played. That's just a strawman you use to avoid any productive discussion. What we're doing is pointing out the relative advantages and disadvantages of each powerset. The decision of what to play ultimately lies in the player's hands.
I know you and I have cracked heads recently over other issues, and its not really my prerogative to further that minor spat. On the other hand, I'm not going to support you when you write:
Quote:...but at high levels where the game is all about steamrolling large spawns of enemies with the occasional AV or three thrown in, [the set is] pretty lackluster. -
IMO the only real way to "lose" City of Heroes is to play it with the mindset that only the best will do. "Average" performing sets just aren't far enough behind the "top" ones for that sort of analysis to matter, nor is the game hard enough to need to excessively min/max. There is also no pressing reason you need to be able to farm or solo an AV on your 10th or 20th character.
In other words, whether the sets are technically "equal" is kind of irrelevant, at least to me. I have played one or two of each of them and they all have their ups and downs. Barring the fact that some of the Controller sets lean heavily on teaming until the 40s, all of them IMO offer worthwhile and unique game experiences and the main way to lose is to worry too much about whether there is something better. One day the game will be over and everything you have "earned" will be gone anyway, so you might as well enjoy the game for what it offers while you play it. And even the most heavily min/maxed character can be reduced to crap in an instant with the introduction of a enemy type or challenge. For example, all it would take is one major enemy type with Dispersion Bubble to nerf Fire Control into the floor.
All of that aside, speaking from a purely objective standpoint on relative power, it is my belief that 7 of the 8 Controller primary power sets are so strong that they all deserve an A- to A+ grade. Gravity is the only one I'm not crazy about (I'd give it a C), but it's not so terrible no one should ever play it. IMO taking your Mind Controller farming and complaining that it sucks is missing the forest for the trees... trees that went extinct some time ago. -
I wonder if this thread is highlighting for anyone else a need for more belts and everyday items like simple bracelets and pendants.
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Quote:I believe Sonic Siphon stacks add in Disruption Field and that's 67.5% -Resist with just SS stacking twice (mind you I don't recall if it stacked or not).
Demons adding more -Resist with a -Resist Proc in Liquefy, and using the Whip attacks.
I don't believe Sonic Siphon stacks with itself. -
Quote:Are we doing people we hope die, or people we think? From the responses, it seems the former, even though the first post implies the latter.
Ah well, going with hope for my first vote!
You can be as mercenary as you like, and vote anyone up or down for either reason. -
Quote:Please let *ME* kill Statesman.
Please let *ME* kill Statesman.
Please let *ME* kill Statesman.
Please let *ME* kill Statesman.
Please let *ME* kill Statesman.
Please let *ME* kill Statesman.
I so want to kill Statesman ...
Please let *ME* kill Statesman.
Please let *ME* kill Statesman.
"Pony up, Torchy."
You might just get your chance. Statesman's down to 4 HP in the forum game.http://boards.cityofheroes.com/showthread.php?t=266570
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Numina: 23
Synapse: 34
Citadel: 28
Statesman: 6 -1 = 5
Back Alley Brawler: 45 + 1 = 46
Manticore: 33
Positron: 34
Sister Psyche: 37
[EDIT: Corrected Statesman's HP. I had accidentally reduced it too far.] -
Quote:I apologize if you took my comments as a sort of joke or dig at anyone with problems seeing .. my point was there are, for lack of any other term that feels right, morons out there that simply have no clue at all how to be a decent team mate. When 12 of 16 people all wind up in the LAB trying to get acids chances are it is not because they can't see which team number they are on ..its a case of not bothering to even read league chat instructions or worse.. simply deciding they don't care what the leader wants they prefer to do acids over grenades.
The same applies on the BAF.. I used team numbers as an example but you can see the same basic lack of regard for ANYTHING the leaders asks. When the instruction is "Please don't attack Siege until the tank pulls him to NS's body" And moments later 5 or more players are 50 yards in front of Nightstar's body attacking Adds and Siege it has nothing to do with seeing numbers well .. its all about not listening to or not bothering to follow instructions.
my favorite is on the rare occasion that a trial fails, and when they do its usually miserably, and the same idiots that didn't listen to a word that was said suddenly can't understand why the trial failed. Want a classic example I was witness to.. a mastermind that outright refused to assist with either grenades or acids because, as he so POLITELY, explained he'd just get killed. So as my character ran back from the hospital for the third time and spotted him with his pets out and waiting to pose with Maurader I wondered why it was okay for me to die multiple times but not his character. The LEADER had already asked no one to get in the cut scene but there he was and when all the acids and grenades were found and the cut scene ended the next thing we saw was
MAURADER HAS LEFT THE FACILITY.. TRIAL FAILED. Yep his pets managed to aggro the AV out the front gate and we failed because he didn't feel like paying attention to instructions.
Again if my comments upset you in any way I apologize but as you see they had nothing to do with mocking anyone with vision problems.
Keep in mind there are a couple of reasons for this, and at least one of them is that not all players are necessarily native speakers of English. I also think that a fair number of people new to trials don't know what channels to expect messages on or accidentally leave their info tab set to Combat where they don't see the instructions and never knew they were there. -
Couple of assorted replies. Main thing to keep in mind though is that your build to this point has only considered the Alpha slot and not Destiny. One Destiny path gives you a huge recharge and endurance boost, another one good defenses and at the highest mark perma +5 defense to all. Or you can go neither of those paths and chase something else.
Quote:Jack - Yes.Do you feel like, in a build like that, you get good enough performance out of Freezing Rain, Tornado, and Jack?
Tornado - Maybe. If you're a big Tornado-chucker you could slot it more.
Freezing Rain - Mostly. You might increase its recharge rate by 1.5 seconds or so if you want by moving a slot there. It's not usually worth slotting it for damage or defense debuff.
Quote:Does the gap in Hasten bother you or is it minimal enough that you don't notice?
Quote:Do you have trouble dealing with melee-heavy groups, especially ones like the Cimerorans who shrug off control effects much better than normal mobs, or the iTrial mobs who are effectively unphased by Ice Slick?
Enemies in iTrials are hard for everyone. Victorias, do annoying things like Placate you, hide, run up and one shot you. It really sucks. I don't know whether Ice's slows work on hidden Vickies or not, but in theory, Arctic Air has a -Stealth component. I may have to test it.
Quote:Do you think there's merit in using dual builds for ones this expensive or should I just finalize one that I like and go with it?
Up to you and your finances. I usually prefer to select a "generalist" build rather than stick to one extreme or another. -
I avoid Praetoria because the enemies are less hard than they are annoying. Just a sloggy experience. Low level CoT are technically harder but are easier to avoid.
I'm not sure whether it is the Praetorian content itself though, or just the fact that for people who prefer to team, 3 different gates on starting zones split the player base again and most people flocked back to Atlas ASAP for the easier teaming. The complete lack of radio missions in Praetoria also sealed the deal on which zones would be most ideal for forming and maintaining a team. -
There was a recent-ish discussion about Ice/Storm for which I posited the build below. It's not perfect but may be a starting point. Be sure Incarnate abilities are turned on when you view it.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Ice Control
Secondary Power Set: Storm Summoning
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(5), Dmg-I(5), HO:Perox(13)
Level 1: Gale -- Acc-I(A)
Level 2: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Hold%(15), GravAnch-Acc/Immob/Rchg(43), GravAnch-Immob/EndRdx(43), GravAnch-Acc/Rchg(46)
Level 4: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx(19)
Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(7), CoPers-Conf%(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(15), RedFtn-Def(19), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25)
Level 12: Ice Slick -- RechRdx-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
Level 16: Freezing Rain -- RechRdx-I(A), Achilles-ResDeb%(17)
Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/Rchg(23)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(29), Stpfy-Acc/EndRdx(29), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(31)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(27), Lock-Acc/Rchg(34), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36)
Level 28: Shiver -- Acc-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def/EndRdx(43)
Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34)
Level 35: Tornado -- Dmg-I(A), Dmg-I(36)
Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(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), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
Level 50: Cardiac Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Containment
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1383;660;1320;HEX;| |78DA6593D96E52511486F761B032B5D0163A495B81426512A2B7A6895513923641D| |13B95223D85933005A8B157D6E1191CD33ABC82431BEF7C0287385CE82B68EB3CDC| |E062FD9B52734EC2F9F6F9D75AFFDEACBDF7FCA5637621566784E29C2DE51A8DEC6| |CB5D2AC574B25B56E9ECF15B4BCE811428C77D54E423C95573BE3895DE1A3CB4B4B| |F14CB35A2F6733CBE572B5A2550AAE54A5A8D6D54A33DE1958D355B2C8D45475D1C| |EC3393557A34C077F9CD00AC566BB8EBF52958B5A43BBA095B4E6CAE0F19A968FA7| |1B1AF9E6B3F3B94653ADAF0CD30A83F4BBA908F9B4CCE28D4108AF30BC03DE334C6| |F012FA52485FD08C164140BDD32214639748B24A82D9372D2D0967ACF30C2A780D3| |8C58867183728D483718D7D8C1798FD1BFCEB84D0966052B339FE59A3D0B408EB1F| |71C709E61CD327CD4FA1E54197A226C6405EC409E8216696B712BBC4C2BA3BF97E1| |B13186ED80837197DE36F97F6D30F2D34C0E488AE3234F9EFCC058A4E43E19E943B| |2F339450684876A5C985CB830B9AAB4032C19079E72FDE0336093E1D9602854EA96| |1BE5BECCA5FB56812B8CF1ABC035E03AC348554372C2A1F6C02BD6E83D228D467EB| |0F7E81FE02F63FF4F86FF17F09B7187AAC66403C6B0E126F2F6CA4E7AF16702E85D| |00BD0BA0A121B4308C2EAFD37B424E3FB1C5DE93DF80EFC03656F105F8CA2850954| |FB6D487A3E8078A1499927E533847C10700CE51F0212384C315BACF7849476F1A6B| |374E63ED07B053FFE305E545A47B04EE51B847611BC52431B8C7E0FE9AAAE2F22AC| |41FB174F031F004D860243719AF283D21372911C69E9A76DDAF163DC2DB555A615D| |34A153923AE5904E39AC53E6744ADAB473AD85C28AC5B973735B9FAC14557647B77| |4CA679DB2DD55146512AD0066E82A241169FD0388F3F583| |-------------------------------------------------------------------|
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Anything should work. Especially with the recent addition of iTrials, content is varied enough to warrant a number of different tactics. Illusion is fine but doesn't strike me as better than other sets.
I will say I specifically disagree that "melee" oriented sets don't pair well with Empathy. Empathy provides a very powerful Regen effect, a self heal, and a recovery aura to deal with the typically high endurance costs of these sets.
I also disagree with the characterization of Electric Control as low in control. It is not a steamroller set. But Electric has a non-aggro-Confuse-from-stealth power that is so abusable during iTrials and other places where teams have to break apart that IMO it deserves a spot at the top. IMO CoH is evolving very quickly away from a game where the main objective is to obliterate groups of mostly easy enemies who stand in tight clumps and don't move around much. Aggro-less powers are a huge asset once the focus becomes "complete the objective" instead of "kill everything you see." Especially against enemies who have high base accuracy and are almost guaranteed to kill you if you engage too many of them directly. -
Quote:I focused on S/L because I assumed Ice's dependance on being relatively central to combat to utilize Arctic Air would limit how much safety only having ranged defense would provide. Do you find that in practice that isn't actually a concern?
It sort of depends. Capped S/L is very powerful and useful. Capped Ranged with a S/L resist is also very good. I've never played Storm/Ice specifically, but all of my Ice characters are slotted for Ranged defense with a Resist armor toggle. I find most of the time its guys shooting me from outside AA that are a bigger problem than things coming after me inside it. The Psi APP specifically grants mezz protection and +defense to Psi, which is the main form of ranged attack that tends to ignore Ranged defense (and s/l for that matter). Ranged defense also seems to deflect the Carnie endurance drain ability that sends a lot of characters into the floor. AoE attacks are a crap shoot either way. -
Quote:It's true but it's weird how it works.I hadn't realized it was auto-hit, thank you. Do you think, considering the plethora of slows available to ice/storm(/ice) that enhancing the slow on this (or any other specific) power is going to make much of a difference? I was under the impression that ice/storm could reliably cap movement slow out-of-box with only a few power uses. Is that not really true?
A lot of people view Ice's slows as redundant, and on paper they are. But the reality is as you push your character to new limits you start to run into more and more situations where "coverage" becomes more important. Since Cardiac puts your endurance reduction with a standard endurance IO in pretty reasonable shape, you can can chance the Hami O. Or you can skip it. I would start with the vanilla end reduction and change the slot to Hami O only if you find your endurance is well under control.
Quote:Assuming I dumped Assault, Tactics, and Vengeance, picking up Combat Jumping, Thunderclap, and... something, I'm not sure... O2 maybe? Where would you suggest I look at for slots to pull?
I could put the three from Tactics into Thunderclap and only need one additional slot to pick up the +recharge boost from Absolute Amazement, and still be able to keep the Fortunata's Hypnosis mule, but that leaves me with a power left over that I'm not sure what I'd do with... is O2 Boost even worth using with only, say, a Golgi in it? Should I consider Shiver? I don't have a power pool left to take Recall Friend as a 'meh' pick (I'm married to Flight for this character's concept).
O2 is a possibility. It also sounds like in October we'll be able to take Aid Self without a prereq.
Quote:I actually really love the powers in the Earth APP, but it doesn't conceptually work for this character (an ice elemental/ghost creature, essentially), am I really going to regret Ice Mastery? I was thinking that Ice Storm would have strong synergy with the build. Does it not work out well in practice? -
I would go for this.
One of the weird things about the AoE shields is I actually tend to miss people more often than I used to. 30ft sounds so huge but players are so good at rounding corners and running away from buffs. I'm in the habit of recasting buffs after every spawn.