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Posts
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The first two because DP/TA will make you want to suicide due to the redraw.
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I love these suggestions. Especially Psi Resistance in Clarity. I think there is a very good case for "Sonic Armor" to have Psi resistance.
The DDR in Force Field is a given. Considering Cold Domination gets 60% resistance to -Recharge and -Run Speed in a 40ft radius (including self) 50% or more DDR seems completely justified.
I also think something needs to be done to make Force Bubble a better power. I don't know what exactly but lots of suggestions have come and gone in the past. -
Hasten: yes, remove the graphic (and sound!) immediately. If we ever get pool customization, it can be restored by the few people who want that look. It would be more suitable if all Fire were orange, but it often isn't.
Fiery Aura: That pulsing Fire effect is a real eyesore. It's hard to say what I dislike about it exactly. It just looks like less of an animation and more of a pulsing banner to me.
Everything else: I'm fine with for the most part. I don't get the sense at all that the effects are designed to be the only ones on the screen. I get the sense that the game was built to look chaotic, which is something it achieves. The Ice shields are unattractive though. I wouldn't mind Ice shields that looked more like a swirling icy mist. -
Attempted build below. I rate this as a fairly mediocre attempt; I only spent about half an hour. IMO Thermal is a particularly difficult set to IO well because its strengths aren't concentrated in a small group of powers.
I ended up using the +3% defense PVP IO to cover gaps. That IO is incredibly expensive so I don't know whether I'd actually persue it. IMO the recharge in this build is also lower than what would be ideal, but Thermal tends to fight you on that front.
FYI the knockdown proc in Fences and the knockup in Psi Nado mean that enemies that fall lose their chance to respond entirely (they will probably be asleep again before they can stand).
Cardiac is definitely the recommended alpha slot for this build.
[EDIT: BTW my Mids is bugged so I can't slot the 6th purple Confuse and 6th Gaussian for the additional +7.5% defense. Total Ranged defense should be 44.1%]
Hero Plan by Mids' Hero Designer 1.941
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Controller
Primary Power Set: Electric Control
Secondary Power Set: Thermal Radiation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Psionic Mastery
Hero Profile:
Level 1: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(7), BasGaze-Acc/EndRdx/Rchg/Hold(9), BasGaze-EndRdx/Rchg/Hold(9), Dmg-I(46), HO:Perox(46)
Level 1: Warmth -- Numna-Heal/EndRdx(A), Numna-Regen/Rcvry+(3), Numna-Heal(3), Numna-EndRdx/Rchg(5), Numna-Heal/Rchg(5), Numna-Heal/EndRdx/Rchg(7)
Level 2: Thermal Shield -- ResDam-I(A), ResDam-I(50)
Level 4: Chain Fences -- Ragnrk-Knock%(A), Efficacy-EndMod/Acc(39), GravAnch-Hold%(50)
Level 6: Cauterize -- Heal-I(A)
Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), P'Shift-EndMod/Acc(48)
Level 10: Plasma Shield -- ResDam-I(A), ResDam-I(11)
Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(15), FtnHyp-Sleep(15)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(17), Zephyr-ResKB(17), DefBuff-I(21), DefBuff-I(50)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(23)
Level 18: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(19), Stpfy-Stun/Rng(19), Stpfy-KB%(23), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(43)
Level 20: Thaw -- S'fstPrt-ResDam/Def+(A)
Level 22: Tough -- GA-3defTpProc(A)
Level 24: Paralyzing Blast -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(37), BasGaze-EndRdx/Rchg/Hold(37)
Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/EndRdx(27), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(36), CoPers-Acc/Rchg(36), Empty(37)
Level 28: Forge -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(31), GSFC-ToHit/EndRdx(31), Empty(34)
Level 30: Weave -- RedFtn-EndRdx/Rchg(A), RedFtn-Def/EndRdx(31), RedFtn-Def(39), RedFtn-EndRdx(40), RedFtn-Def/Rchg(40), RedFtn-Def/EndRdx/Rchg(40)
Level 32: Gremlins -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-+Res(Pets)(34)
Level 35: Heat Exhaustion -- Acc-I(A), RechRdx-I(36), RechRdx-I(48)
Level 38: Melt Armor -- ShldBrk-Acc/Rchg(A), AnWeak-Acc/Rchg(39), RechRdx-I(46)
Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
Level 44: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(45), RechRdx-I(45), RechRdx-I(45)
Level 47: Psionic Tornado -- Dmg-I(A), HO:Nucle(48)
Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
Level 50: Cardiac Core Paragon
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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 -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(11)
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Invisibility also prevents auras from working while its up. So on an Ice Fire or Electric troller or anyone else with a large area effecting aura its not bad for running past bad guys without having to detoggle first.
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Quote:One thing people keep misunderstanding is that Electric Control is NOT a low damaging set. As far as the ST immobilize, ST hold and AoE immobilizes go it is on par with several sets.
Yes/no/not really. Elec Control has the same damage numbers but a slower animation time on most of its single target attacks. I think it has the most unfavorable numbers of any set. The numbers you listed are the "per activation" values and not the Damage-Per-Animation values.
Regardless the set is indeed low damage comparitively speaking, because like Local Man said there are very few damage powers in the set at at all. Certainly nothing on par with Hot Feet, Creepers, or Phantom Army. Nor are there any above-Tier-1 single target attacks like Mind, Illusion, and Gravity have.
That said, any Controller set at 50 should be able to take x5 enemies. Containment is really absurdly good.
[Interestingly Earth, Plant, Electric, and Ice all have the long animation times on their hold powers, but IMO the "better" animations, because they are so communicative. You don't wonder whether Block of Ice or Tesla Cage hit like you often do with Char or Dominate.] -
Quote:Wait...Why are people saying that Sonic/Sonic isn't incredible?
I think it's more a case of a primary being propped up by a secondary. Sonic Attack is incredible. Sonic Resonance is among my least favorite sets though. Not that that it means people shouldn't play it (I still do). But I think Thermal is much better. -
Take a look at Radiation Blast colored bright white. One of the toons in my sig, the "Swede of Light" is a Fire/Kin with similar coloring. I sort of regret rerolling him from Radiation/Kinetics Corruptor because I think the original was more thematic, but so it goes.
If what you're looking for is more like "chromatic light" I also have toon called "Fedora Borealis" who is a Fire/Radiation Controller. You can get some really brilliant effects from that combo.
Energy Blast/Assault colored correctly also looks very light-ish. -
Quote:I don't have anything to add, except this slotting looks kinda fancy..
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Chain Fences- (A) Javelin Volley - Chance of Damage(Lethal)
- (17) Trap of the Hunter - Chance of Damage(Lethal)
- (17) Positron's Blast - Chance of Damage(Energy)
- (19) Gravitational Anchor - Chance for Hold
- (19) Gravitational Anchor - Accuracy/Recharge
- (21) Ragnarok - Accuracy/Recharge
I would definitely add Ragnarok - Chance for Knockdown. Endurance modification to aid the draining is a nice to have too. -
Quote:Carp
The only way they will be able to justify this is to make it work like the mastermind pet buffs. Takes a carpload of endurance to buff one team mate. I hope they at least take the rooting out of the powers...
That is not how they did it. Endurance cost and recharge are unchanged.
EDIT: And they actually reduced end costs for the MM buffs too. -
Quote:No, on the entire league, apparently. 40% def to 23 people with 3 clicks. And then you can switch on your pbaoe aura...
Sort of. It also means Controllers can blow past the softcap for the whole team (and their pets?) as well, leaving very few reasons to take the set on a Defender. This change is excellent, but it doesn't mean Force Field is making out quite as rosy as the Power Boost argument makes it sound. It will help the set somewhat, but the biggest beneficaries are probably going to be Ill/Colds and those sorts who normally wouldn't have bothered to shield anyone. Now they can do that in one cast and take down anything they want. This isn't a complaint, just an observation of the facts. In all cases the sets will be more fun to play though, so the change doesn't bother me. -
Quote:Even with Chain Fences setting up containment it's not like Elec/Therm/Psi has any AoE's that deal alot of dmg to make use of containment.
Most Controller's don't. What they have are AoEs that are so low damage that casting them without Containment will make you crazy. -
I personally don't find anything in Electric terribly skippable. Jolting Chain comes the closest but it has its uses. It would be the first to go for me on a very tight build, but I'd probably take it while leveling up and spec out of it later.
I personally differ from other posters and would not skip Chain Fences though. That is your source of AoE Containment. You can sort of use Static Field for Containment but that goes away at the first hint of Damage Over Time. Even if you don't end up with any DoT powers, your enemies might and because they will be confused, they will use it on each other and cost you that extra damage.
Further, Fences can be slotted with a knockdown proc and a chance to hold proc. The power can then be spammed to maximize these. And even without the procs, Fences is your only reliable source of AoE -Recovery debuff, with a 40% chance per cast.
For Thermal, IMO the most skippable power is Power of the Phoenix. PotP is one of the most endurance-expensive powers in the game: half your endurance bar. At base it also takes nearly a full 2 minutes longer to recharge than rezz powers in other sets. -
Any idea yet who "eligible" targets are? Is it just team members, team members including only your pets, just league members, league members including pets, every living thing in the general area, etc?
Also, will the power change for critters? The Rikti might have just gotten a LOT more interesting. -
Proliferate that sweet "oil burst" costume change to the unplanned planned Water Control set.
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I preferred my original suggestion of these buffs still being single target but "renewed" by certain conditions. E.g. Force Fields renewed by touching the caster's Dispersion Bubble, Thermal's shields renewed by Warmth, etc. That may not have not have been possible for technical reasons or they may have their own motivations. However there is no denying that this change is way, way better than the previous version.
However...
Quote:Surely you aren't trying to suggest these are the first AoE buff powers that apply affects to characters in an area. How are those single target versions of Accelerate Metabolism and Recovery Aura working out?Being able to avoid the issue by *not* having said graphic applied to you is. -
Double dipping here, I forgot about a few other noob moments.
I remember reading the message boards during my first week to get pointers on how to play. My conclusion after reading for a week or two was that only very specific combinations of powersets were any good and everything else was completely worthless.
At one point very early I rolled a Force Field Defender, and spent a lot of time running around in PFF. That power has a kind of weird whining sound effect it makes. For about a month I thought that was the game's music. I told my friend that game has the weirdest soundtrack I've ever heard.
It also took me about a week of playing to realize the enemies in the Hollows were all different "gangs." And another week to realize soloing in the Hollows wasn't what an Earth/Thermal Controller with only the single target hold (unslotted for damage, naturally) is supposed to be trying to accomplish.
But the most mortifying was when I first started experimenting with Arctic Air. It used to not display purple confusion bubbles to indicate when an enemy got confused. But, I figured out that you could read the combat text to see when it was happening. The text says something like "Enemy is confused by your Arctic Air!" Well, it turns out this text displays on stuff with mezz protection, like, say, AVs. But for several months I was practically on top of every AV or GM my group fought, believing the power was working on them invisibly.
I didn't know there was a difference between radio missions and contact missions for at least my first six months of playing. All of my early characters who got above level 10 were extremely low damage (Earth and Ice Controllers and the most horribly endurance-starved Dark Armor tanker you can imagine). In fairness, this was during the period when once you picked up a mission you couldn't abandon it. After picking up one or two and being completely unable to finish it, I swore off ever talking to a contact again. I just found out that sometimes contact missions give you temp powers maybe a year and half ago, when I actually did any of them for the first (and more or less only) time. -
Quote:Lambda is even more griefable, and I have yet to have one griefed. Unless you count "stupidity griefing" from people who can't find their temps, which has never actually resulted in a failed trial.
Don't assume they are stupid.. if it's a disconnect, chances are it's someone who decided to drop out rather than come back for 10 threads. -
Thermal will be changed in the next issue to have AoE shield buffing, so at least that aspect of it is going by the wayside.
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Quote:I suspect this thread is going to change direction very shortly.
You mean the AoE buff? Excellent change but affects Cold Domination almost as much as Force Field. Force Field pretty much has to take Power Boost now to leverage the advantages... and for Defender's that's only available in a PPP you have to turn Villain to get. This means also means a /FF Controller with Power Boost can softcap a team in normal content like a Defender. My FF Defender stays parked, unfortunately. The Colds will love this though. -
For those of you who haven't read about this already, I thought I'd share the good news. I never thought I'd actually see the day, but going live in the next issue:
Quote:I may actually end up playing Kinetics again...Group Area Buffs: To make buffing easier for Teams and Leagues, these buff powers now affect all the eligible characters within a 30-foot-radius around the targeted character. (Previously, you had to target and buff each individual character to use these powers.)
Cold Domination (Defenders, Controllers, Corruptors): Ice Shield and Glacial Shield
Force Field (Defenders, Controllers, Masterminds): Deflection Shield and Insulation Shield
Kinetics (Defenders, Controllers, Corruptors): Increase Density and Speed Boost
Sonic Resonance (Defenders, Controllers, Corruptors): Sonic Barrier and Sonic Haven
Thermal Radiation (Controllers, Corruptors, Masterminds): Fire Shield and Plasma Shield
The only kind of downside to this is now all Force Fielders who didn't take Power Boost before should immediately respec into that (for ridiculously powerful shields). If you consider that a downside. -
After reading the thread, I find myself not agreeing with any of the comments made except maybe about the nature of villain content. Personally I think that the main contributor just has very limited experience and an opinion colored by that certain fantasy game. Then there are the statements that are just flat wrong, like:
Quote:That isn't just opinion masquerading as fact. It's science fiction with aspirations of becoming a Hollywood religion.After the top enhancements you can purchase which already get you to the soft cap, you can bring your character ever so slightly above that cap with Invention Enhancement Sets.
I personally think if there is anywhere in CoH that is a "grind" it's the lower levels, not the upper. Many characters make tremendous strides in the 30s and 40s. The game also transforms itself into a gauntlet at around that level range, turning from a 1v3 or 4 fight to you-versus-the-world slug fest. -
Quote:Leaving it as it was wouldn't have broken any concepts nor detroyed any builds nor did it make the game a joke. Putting a 'fix' into the live game with a bug already in it, is a joke.
But that would not be "leaving it as it is." The way it "is" is the new version. What you're saying is they should now go back and deliberately reintroduce the previous bug. And since the new fix brings the game closer to the intended functionality, even if it doesn't get all the way there, it stays. -
Actually Tankers do not get AA.. it is a power unique to Ice Control. It is also probably one of the best powers in the game, even it shows up in a set that is not generally regarded as among the best. If Tankers could get it though they'd be all over it.
You can swap Combat Jumping out for Hover and maintain more or less the same bonuses. I have to admit I'm not the hugest fan of Hover though. It's an ok place to slot LotG and some defense, but so is Combat Jumping. CJ gives you immobilize protection, where Hover can be replaced with a Jet Pack. It's not that the ability to fly itself isn't useful (it is) but that Hover specifically is so easily replaced, especially at high levels where endurance matters much less. CJ meanwhile grants you the ability to stay at range... even when using your jet pack.
If Hover is more of a concept thing though you could still go with it, although I question how often you would use it. I mean, I do see Ice characters playing exclusively from range a bit of the time, but I'm somewhat skeptical of their actual control output. Shiver is a power more or less analgous to Quicksand or Glue Arrow. It is not a primary control power. If you truly do want to use slows in this way, one option is to roll an /Ice Blaster or a Storm or Cold Defender/Corruptor (for Snow Storm). Those builds can indeed be played from range mostly successfully. With Ice Control it's an uphill battle. -
I was introduced to this game by a friend who had recently rolled a Kinetics Defender. He explained that the critical power in Kinetics was Repel and in order to use it you run into every enemy you can.
This player was also enamored of The Hollows. He took me there at level 5 or 6 and our first mission was waaaay on the other side. After LOTS of dying trying to reach the door, I somehow got a level. So I took Hover, and Hovered all the way from one end of the zone to the other, all the while saying how stupid this game was. ;P
I also used to think Hasten was a "situational" power and skipped it on all of my Controller builds. Builds, by the way, that were Earth and Ice Control with no damage at all slotted in the holds. Later on the Ice character got trapped in a holding cell and had to log out of the game because he couldn't do enough damage to break out.