Oedipus_Tex

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  1. Oedipus_Tex

    New zone?!

    Quote:
    Originally Posted by Venture View Post
    I'd love to see a cite for that, since I can't think of a single one myself and it never works that way in games.

    Just about every world domination strategy game ever. If you let the enemy conquer too much territory, you're dead.
  2. Quote:
    Originally Posted by srmalloy View Post
    From being on several BAFs and Rikti mothership raids where the lag has gotten ugly, the problem appears to be the use of powers from the Destiny slot -- the first Destiny power doesn't add much lag, the second shows a noticeable slowdown in server response, and the third turns things into slo-mo puppet work.

    Making the Destiny auras on others "extra" effects to be hidden with the graphics option toggle to hide extra effects might help, but it would have to be tracked at the server level, so the server didn't try to manage sending dozens of 'Character X has this type of bubble" notifications, but the server would still have to manage who has what bubble and send updates to everyone that doesn't have the options flag set. Making the bubble something that only you see around yourself would work better; that would cut down the recordkeeping of who sees what, although the purists would likely creeb about it...

    I doubt it would be the graphics causing server side lag. If Destiny is the culprit, it's probably the fact that it has "tiered" levels of effect. Some of the Destiny powers cause somewhere around 30-50 effects to be placed on every player and pet in the area.

    IMO if Destiny is the culprit, the powers probably should be "my team only" like the Leadership-type powers now are.
  3. Quote:
    Originally Posted by Vysires View Post
    I would argue that it is broken. It might be a bug it might not be. But using that system on a fairly commonly used attack by a basic LT mob really kind of breaks the system. It punishes character with high to-hit values and will often bypass most defenses. It makes this one specific LT far more powerful then it should be. That is really the definition of broken, IMO.

    I have mixed feelings about whether it's "broken" or not. Using the target character's ToHit roll is weird but not necessarily awful. I personally don't have a problem with some low level enemies still being dangerous, perhaps sometimes even more dangerous to very high characters than low ones by "tapping into the power of the target and reflecting it back at them" or what have you. Most of the game does try to keep enemies on a very predictable leveling ladder, but leveling ladders lead to deadlands once the mobs turn gray.
  4. Oedipus_Tex

    Death penalty

    Quote:
    Originally Posted by Tyger42 View Post
    That's kinda the point of death penalties, though. When death is meaningful, it tends to encourage people to get better.

    Again, I ask, why is it so abhorrent to some people for MMOs to penalize failure when every other genre of games does so?

    Harsh penalties for death were the original status quo for RPGs in general, whether it was tabletop or electronic. In part this was because earlier games were often more concerned with creating "adventures" than a "combat game" like most MMOs have evolved into. Tabletop games also had a GameMaster to directly mediate them, and "combat" was much less frequent. (You can see this at work in some of the older electronic RPGs that converted tabletop rules--1 minute in, you get flattened, because what would take 10 minutes to resolve in a table session flies by when the computer takes over. You also end up fighting more enemies in electronic games--the usual XP conversion rate from table to elec is around 5-10% of the table version's value for the same enemy.)

    Over the years death penalties have gradually rolled further and further back. There is a lot that could be said about this, but one thing I think that we have to keep in mind that when you create a harsh death penalty you are making a statement about the fairness of character balance. A very punishing system puts pressure on power designers to get their powers exactly right, because players who fail are going to often blame that first. In a game like City of Heroes were the design goal is essentially to keep players at it by giving them tons of choices, harsh penalties could partially work against that.
  5. Here is a slightly different take. It is built with the assumption that you will take Cardiac and Ageless Incarnate abilities to keep endurance under control. The Ageless should bump you to around perma-mezz protection most of the time. Watch out for the chance of knockback in Flashfire of that sort of thing bothers you.

    Advantages are its more or less capped to Ranged in normal content (44.6), has excellent Psi defense (42.9) and decent Energy/Neg (40.6), near-perma Hasten (perma with Ageless), near-perma Indom Will (sometimes perma with Ageless). Put Radiation Infection on enemies close by you to keep their Melee chances low, while Ranged defense takes care of anything far away.


    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Sampe Fire Rad : Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), Dmg-I(5), HO:Perox(15), BasGaze-Acc/Hold(23), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/Rchg(37)
    Level 1: Radiant Aura -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(11), Numna-Regen/Rcvry+(13), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(19), Numna-Heal(23)
    Level 2: Fire Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(3), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(13)
    Level 4: Radiation Infection -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(19), DarkWD-Rchg/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(25)
    Level 6: Accelerate Metabolism -- RechRdx-I(A), Efficacy-EndMod/Rchg(7), P'Shift-EndMod/Rchg(7)
    Level 8: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(9), Erad-Acc/Dmg/EndRdx/Rchg(9), M'Strk-Acc/Dmg/EndRdx(36)
    Level 10: Enervating Field -- EndRdx-I(A)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(25), Stpfy-Acc/EndRdx(27), Stpfy-Stun/Rng(31), Stpfy-Acc/Stun/Rchg(31), Stpfy-KB%(40)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 16: Super Speed -- Zephyr-ResKB(A)
    Level 18: Cinders -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(21), BasGaze-EndRdx/Rchg/Hold(27), BasGaze-Acc/Hold(36), EoCur-Acc/Hold/Rchg(36)
    Level 20: Lingering Radiation -- Acc-I(A)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 28: Choking Cloud -- Lock-Acc/Hold(A), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/Rchg(29), Lock-Rchg/Hold(31), Lock-%Hold(40), Lock-Acc/EndRdx/Rchg/Hold(43)
    Level 30: Weave -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx(34), RedFtn-EndRdx(39), RedFtn-Def(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-EndRdx/Rchg(48)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-+Res(Pets)(34)
    Level 35: Maneuvers -- RedFtn-Def/Rchg(A), RedFtn-Def/EndRdx(37), RedFtn-Def(39), RedFtn-EndRdx(42), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx/Rchg(50)
    Level 38: EM Pulse -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(43), LkGmblr-Rchg+(50)
    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(50)
    Level 47: Psionic Tornado -- Dmg-I(A), HO:Nucle(48)
    Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A)
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(5), P'Shift-End%(39)
  6. Quote:
    Originally Posted by Lord_Saigon View Post
    Heck I'd love to go earth on alot of my melee trollers for fissure alone, but ice is just overall superior.

    I just got out of another brawl about a powerset that was "overall superior" to another, so I'm not keen to go back to battle just yet. I will say though that I agree with Local Man. There is no "overall superior" APP (or powerset for that matter). They are too different from each other to measure heirarchaly.
  7. I wonder if this is related to the "Radiation Blast powers can bypass normal defenses" from the set's description.
  8. Quote:
    Originally Posted by Obitus View Post
    If you're done then that's fine. I'm not paying you to talk with me about this, after all. Still, if you're done, then you'd have been better served by not saying anything at all, rather than the above-quoted flippancy.

    Needless to say that in my opinion, the disadvantages of AA offset the disadvantages of VG, just as in your opinion, AA's lack of an opportunity cost is a "specific advantage."

    No one said that your Ice characters sucked.

    Sorry, not being flippant. Something about the way I write comes off that way. I wish I could say it's because English is a second language, but I actually have an undergrad degree in English, so no dice there. I don't mean to be disrespectful. I actually sort of enjoy these sorts of debates. I apologize if I came across too harshly.

    Anyway, if you ever want to team with me on Virtue and meet the various Ice and Earth (and Elec and Mind and Fire and all those others) send a tell my way. I promise I'm a lot milder in person.
  9. Quote:
    Originally Posted by Obitus View Post
    Fair enough. AA can be detoggled, though, and requires you to stand in the middle of the action. In my opinion those downsides are sufficient to offset the flaws of VG by comparison.

    Fixed that for you.

    I am pretty much done talking about this. I don't know what to say at this point except that I will try to suck more with my Ice characters in order to meet expectations. No harm done in any case.
  10. Quote:
    The point I was making is that Ice is given, in your words, a utility debuff that has no purpose but to pile on the same effect Ice gets elsewhere for free, and in ridiculously large quantities. Even the pet's alleged strength is more slow, with very little else going for it.
    Are you talking about "slow" or -Recharge? Or both? If it's -Recharge, this is a very complicated topic. Suffice it to say that tanking Recharge and keeping it tanked are two different things. You are also assuming that every enemy is going to be kind enough to stand conveniently in your auras.


    Quote:
    I do wonder why you keep acting like Ice Slick is more than one power though. You've already stipulated that Ice Slick is Ice's version of Earthquake, and yet here you seem to be saying that Ice Slick is also Ice's version of Volcanic Gasses. ("VG-like pulse patch")
    I was talking about Arctic Air.


    Quote:
    Suffice to say that I don't agree with your theory that having a typical PBAoE Hold on a 240 second timer instead of Volcanic Gasses is an advantage worth crowing about.
    This is why I didn't compare VG to Glacier. VG and Glacier have almost nothing in common except that 1) they are both technically holds and 2) they have the same recharge. VG is essentially an immobile version of AA on a 240 second timer, with some tweaks here and there. The one specific thing VG does not do well is break an alpha, exactly like AA. Glacier, in contrast, is a perfect alpha breaker if you are confident enough to use it that way. It is not as available as Stalagmites but VG is not as available as AA.

    And to point out a specific advantage of AA: there is no lost opportunity cost. There is never a group where you will say "Maybe I should save this for the next group," because it is always there. I do not think that this makes Ice "better" or "superior" or whatever else. It is just a fact about the set.

    [PS I wonder if at some point we will end up bringing up Electric Control. If Ice Control is significantly underperforming it, IMO buffing it and leaving Electric where it is would probably just create new fodder for argument. I also wonder whether Ice would be rated better if you could see enemy recharge tanking like you can their endurance bar.]
  11. Quote:
    Originally Posted by Obitus View Post
    I was referring to your comment at the end, where you said that people's complaints arise in large part from not knowing how to play the set correctly.
    Do you mean the statement about people trying to use Shiver in place of Arctic Air? That wasn't meant to be a dig. Many people try to replace Arctic Air with Shiver. When Ice characters join my team, there are usually about 50% odds they don't even have AA. To me this is like a Fire Controller without Flashfire.


    Quote:
    I hate to keep harping on wording, but what you said in your previous post implied rather heavily to me that you felt Ice is outright superior. To paraphrase: "After I figured out how to play Ice, I found myself pushing into situations with Ice that repeatedly killed my Earth character."
    No insult implied. I don't think either set is superior. Both characters do things the other can't.


    Quote:
    Where Earth gets an every-spawn AoE stun, Ice gets a wide-cone slow.
    This is not how I look at it. IMO the relationship between the two sets is a lot more complex. Roughly speaking, though, you can eyeball it like this:

    Ice Slick <----> Earthquake
    Arctic Air <----> Volcanic Gasses
    Glacier <----> Stalagmites
    Shiver <----> Quicksand
    [-Recharge, Slow] <----> [-Defense]
    Jack Frost <----> Stoney
    LOLFlash Freeze<---->LOLSalt Pilars

    Now, you can say that "Earth's Stalagmites is up more than Ice's Glacier, that makes it better."* But Ice can say "Arctic Air is up more than Volcanic Gasses, that makes it better." Of course this isn't completely heirarchal. Volcanic Gasses is at its best when you can stand in one place for a while and Arctic is at its best when you are defeating groups faster than VG's recharge. Arctic is a confusion power that adds to your damage and VG is a hold that stacks easily. AA is endurance intensive and tends to drop when mezzed, and VG is immobile. AA can slot a ridiculously powerful Confusion proc and VG can slot damage procs. It goes on and on.

    [Note that Shiver, to me, is a bit of a fringe power. I have never viewed it as a replacement for a mezz. It is basically a cone version of Quicksand, used as a utility debuff. If a preponderance of Earth trollers were skipping VG for Quicksand, I'm guessing there'd be a lot more dead Earth characters. FWIW most of my Ice characters do not keep Shiver at high levels, though it's a power I'm always a little hesitant to drop.]

    I also don't see Ice's slows as redundant. What I see them as is a bonus you get just for bothering to show up. The slows are a big part of why I can often spend less time controlling than blasting at stuff. They more or less take care of themselves automatically. That said, it takes about -150% Recharge to tank a +4 enemy's recharge rate at x4 slower than normal, so it's not quite as redundant as it may seem, especially as you are leveling up.

    Anyway, I think at this point we've successfully thread jacked the original intent. I didn't think the original conversation was supposed to be around whether Ice needed a buff or not but whether the OP should continue playing his/her Ice character. I say yes, its worth it, others say the set is too poor. We all have our own experiences with the set. Mine have been generally positive. The only set I have some reservations about is Gravity. If I upset anyone with my frankness, just know that I think slower than I type.


    [*Addendum: I realize I am probably jumping into a pit by saying Glacier is comparable to Stalagmites due to the recharge differences in these powers. It is worth noting, however, that Earth doesn't have a standard AoE hold, having traded it for VG. Ice dropped it's "Stalagmites-like" power to get both a VG-like pulse patch and an AoE hold in one set. Glacier (like Cinders) is a monster of a power with an enormous size, covering over 1000ft more area than comparable ranged holds. It is not an "every spawn" power, but with the right build it is up every 60 seconds. I am not saying they are exactly comparable, because they aren't, but I also see this as a Seeds of Confusion <> Mass Confusion situation where the whole story is not told on a power by power basis, particularly due to Ice's debuff secondary effect.]
  12. Quote:
    Originally Posted by Muon_Neutrino View Post
    Indeed, I'm not trying to say "IOs fix everything" or "IOs boost all characters exactly equally", what I'm saying is "IOs are irrelevant to a balance discussion" and trying to given an example as to why - namely, the example of this specific case where they give such a strong benefit that the primary set becomes unimportant.

    Ok, I understand. I apologize if I was too reactionary. I think we are both right in our own way.

    I don't believe IOs are irrelevant. I believe that sets should be "balanced" without them, but also that when discussing the "actual" performance of a powerset that they are at least a partial consideration. It's not possible to play a powerset as the developers intended them, only as they are. I don't think developers intended Illusion Control to solo GMs. But many of them can, and that's a relevant observation to me. I still don't feel like Ice Control is in dire shape outside of IOs, but I at least see where you are arguing from.



    Quote:
    Originally Posted by Obitus
    With all due respect -- and with the understanding that you didn't intend to come off this way -- I don't think your reply is quite fair. Your own personal anecdotes are obviously as valid as anyone else's, but you're painting with a rather broad brush when you ascribe mechanical complaints about Ice Control to the lack of skill of its players. I could just as easily suggest that you're playing Earth wrong, with nothing but my unverifiable anecdotal experience to back me up. That conversation leads nowhere, though. If you truly believe that Ice is superior to Earth in practice, then you ought to be able to explain why.

    If what I posted came across as "I'm the best Ice player ever and everyone else sucks" then you are correct, that is not what I meant to say. However, I don't really know what alternative I have available than to report my actual experiences with the set. If someone says they think Ice is weaker than Earth, but I feel like I get the same performance from both of them, I don't feel like saying that is overstepping a boundary. If I am guilty of painting with a broad brush as you describe, then I feel that so is everyone else who has said that Ice Control is unarguably one of the worst control sets. I don't feel that it's controversial to say that one's opinion of a set depends on the actual experiences you've had with it.

    FWIW, I don't think Ice is "superior" to Earth Control. I think it is different, but still effective. Earth and Ice are the only two control sets that even get an every-spawn knockdown patch and a mezz patch with unbreakable mezz type (Electric gets the sleep mezz patch but it is broken easily). Ice is also one of only two sets that gets a secondary effect relevant to control (Electric being the second; the -Defense is Earth is helpful but not a "control"). The competition is not "vertical," it's "horizontal," meaning that each does its thing differently enough that it's easy to find situations where any of them are among the best or the worst.

    As to the thread I posted asking whether the set needed a buff, it is worth noting that the set received a virtual one from the wide availability of mezz protection and recharge (to make it perma) that came with incarnate content.


    EDIT: Also should add that Electric is as much a sister set of Ice as Earth is. Both have a secondary effect that is a form of control, both spend a deal of time in melee, both require a bit of set up time to break an alpha, and both have a somewhat questionable pet (although this is pretty much true of all the control sets except Earth and maybe Fire).
  13. Quote:
    Originally Posted by Obitus View Post
    But I've always felt that the most natural point of comparison is Earth Control. Both are allegedly high-control, and factually low-damage, sets, but Earth gets a better spread of different control effects, ridiculous hard control, a much better pet, and to add insult to injury, Earth even has more opportunities to slot proc IOs. Earth Control is just flat-out better for 99% of the PvE game as currently constituted, lag and/or visual effects notwithstanding.

    I agree that Earth and Ice are sister sets. My first serious Controller was an Earther, and I played him to around level 36 or so. Then I rolled an Ice sometime later. I ended up posting a rant on the boards at that time about how bad Ice was and how it didn't live up to Earth. I was going to abandon the character.

    But something happened. I started paying more attention to what was going on with the powers, using Glacier more aggressively, and pushing the character into situations the Earth character kept dying. And then suddenly the Ice character was level 50, my first character to get there. And now here I am with 3 Ice Control characters at 50, and 2 Earthers, plus the Earther I am leveling up now. If everything that is said about Ice Control were true, the current Earther should be stomping the Ice's performance, but that just isn't happening, just like it didn't before once I figured out what to do.

    I mean, if Ice Control suddenly gets buffed I wouldn't say no to it. God knows someone outdid themselves finding ways to make that sleep power suck. But I also think at least part of the problem is the players. The sheer number of people I see trying to use Shiver in place of Arctic Air is Exhibit A.
  14. [EDIT: Clarity]

    Quote:
    That's exactly what the build I was referring to did. He built for defense (s/l in this case, but whatever) and recharge. In this particular case, that made his primary more or less irrelevant for most content. It wouldn't have been such a drastic effect if he hadn't been /psi, of course, but that wasn't the point.
    I think we will have to agree to disagree here. For what its worth, I think you are overvaluing what defense bonuses will do for you. Having IOs does not make any powerset "more or less irrelevant for most content." You are not going to strap on IOs and go solo at x8 without additional damage mitigation. In the case of Ice Control specifically, extra defense is synergistic in the sense that it lets you traipse through melee range more easily. I apologize if I am misreading your argument, but you seem to be saying either "IOs fix everything" or "IOs boost all characters exactly equally," and I don't agree with either statement.


    Quote:
    I guess my question is, how long has your ice dom had the high defense, high recharge build you mentioned?
    I have three Ice Control characters. The Ice Dominator is a recent addition. He ended up passing up my Plant Dominator because he was just generally more effective for me. The other Ice characters are two and two and half years old or so, one of them being my first 50. The Ice/Rad troller and Ice/Fire Dom are among the characters I chose to make incarnates, partly because few other people seem to play Ice, and partly because they get the job done just as well as any other character I have, and both of them outperform my Scrapper in various ways.

    In any case, the specific level range that is most difficult for me to play Ice is around 30-40, where enemies are loaded with mezzes and Dominators don't have perma-dom, and Controllers don't have Indom Will. Getting mezzed really is a serious irration, but a fixable one. I do think it's maybe a bit over the top, which is why the one major change I suggested was dropping the recharge on AA in recognition of the fact that it will get detogged.


    Quote:
    Ice is the *only* set that cannot reliably absorb alphas out of its own resources without using its pet (which isn't exactly a very sustainable method).
    This is a real head scratcher for me. Maybe one time in three years have I ever used a pet as an alpha breaker. Maybe I will make a video some time showing how to survive with Ice Control. Charging in like a canon ball isn't the way to do it (unless Glacier is up).
  15. Oedipus_Tex

    New zone?!

    Quote:
    Originally Posted by Finsplit View Post
    I'm glad you agree: co-op content sucks because it keeps recycling the same old rationalization for its existence.

    If you mean the rationalization that splitting the player base into two factions that never see each other was a huge mistake, then you are correct. Pretty much everything that has come over the past few years has been more or less working toward undoing the state of affairs that City of Villains ushered in.
  16. The biggest challenge for me in this segment are the mezzes. Some enemy in there also has a knockup power that hits somewhere above Mag 8--I know this because even with two +4 IOs slotted it still gets me. There is definitely a huge difference between mezz protected and unmezz protected characters in this segment. Super Speed also makes a huge difference.

    PS it is generally not a good idea to drop slow patches and the like around the map unless you can handle the aggro or have to as a means to escape. Weaker characters are much better off hitting fewer enemies. The reason for this is that enemies are willing to chase you a lot further if you've hit them (with anything) than if they took some shots at you but you didn't respond. Ambushes don't care one way or another, but any enemies pulled into the halls will.
  17. Quote:
    Yes, technically you are still playing your ice control character, my point was that you *might as well* be playing some scrapper/blaster hybrid because the control set powers aren't really important anymore. That was the point of my suggestion that he could still solo without any of his primary powers - not that they're useless, but that they're no longer needed.
    I think this is true only if you build in a misguided way. Your IO choices should complement your power choices. That means lots of recharge and accuracy to boost your actual powers, not just +defense. My specific build goals have been enough recharge to achieve perma mezz protection, coupled with capping to at least one defense type (preferably Ranged, supported by Slash/Lethal resistance armor and Tough). You don't "need" IOs necessarily, but they are not just a side show. They are an intricate part of building the character, and Ice Control, like any other set, responds uniquely to certain configurations.


    Quote:
    These would be nice, but IMO they don't actually fix what needs fixing. Buffs to jack are great, he is indeed kinda bleh, but they won't fix the set. AA and ice slick are already good at what they do - buffs to them would of course not be unwelcome, but ice control is already pretty darn good at soft control. What it needs is buffs to something it *doesn't* already do well - alpha control.
    I don't think alpha control is something Ice Control is likely to get. As it is, solo, most of this is solved by corner-casting Ice Slick or racing in and popping Glacier, especially once you reach higher levels.


    Quote:
    As an aside, I think the set is not as iffy for controllers, simply because they have another set to bolster their mitigation. I'm specifically coming at this from the perspective of a dom.
    IMO like most of the control sets, Ice Control is simply different on a Controller, not really better or worse. It's hurt less by lacking Domination because -Recharge and knockdown ignore boss level protection, but it also has no mezz protection at all until the 40s. The damage is also outrageously low early on, easily among the lowest in the game prior to acquiring epic powers. There is also a conflict between Containment from immobilizes and knockdown in Ice Slick.


    Quote:
    Plus, it'd give ice/ a reason to use domination.
    Domination is incredibly useful to Ice Dominators. Domination dropping is probably the #1 source of deaths on my Ice dom simply because I rely on it for mezz protection to keep AA running. AA makes a ridiculous difference in survivability. They could make Domination effect the mag of the Confusion in AA... but they'd be insane. That power is mostly what allowed me to get from level 47 to 50 in about two hours solo. Let me put it this way. What other power has no real target cap, no cast time (unless you get detoggled), makes enemies hit each other, and will reaffect enemies almost instantly if they die and rezz?
  18. No but Ageless Destiny does I believe.
  19. If we had to change Ice Control, for me it would be like this:
    - Buff the pet to match Earth pet's resistance (although then the other pet sets would probably ask for the same, since the Earth pet is the outlier)
    - Drop Recharge on AA from 15 seconds to 3 seconds to make it easier to retoggle, possibly reduce animation time and endurance cost
    - Increase knockdown chance in Ice Slick from 9% to 11% per tick to make it clearly the best "KD patch" (it is already 1% better per tick than Earthquake, several % better than Freezing Rain and the like)

    However, any statement that Ice Control is so poor that a character would do just as well at by just ignoring all of the powers is completely off the rails. Ice Control is not that bad, and other sets are not that good, for that level of criticism. It may seem shocking to some people, but at one point I had Earth, Electric, Plant and Ice all at about the same level, and Ice was able to pull ahead among my favorites simply because alpha breaking is not all there is to control. I didn't play the set to 50 3 times by ignoring all of the powers.
  20. Quote:
    Originally Posted by RaikenX View Post
    Had a similar experience once, and one that i've have yet been able to replicate, much to my chagrin as it was cool and funny as hell. A team member hit a mob with air superiority, knocking him up at the same time i was Crane Kicking him. The result?

    Poor bastid went flying backwards doing the backflipping animation from the ASup hit...and landed on his back iirc. Coolest. Hit. EVER!

    With the right timing, you can also "chain knockup" someone. You'll sometimes see it happen with groups of Mind or Gravity characters spamming Levitate and Lift, sending the enemy flying two or three times higher than expected.
  21. [EDIT: Couple of edits to tone.]

    Quote:
    Originally Posted by Muon_Neutrino View Post
    That is indeed the point. The game is supposedly balanced around SOs, and no insult intended to your character or anything but it's not ice control keeping you alive - especially since ice control's biggest strength is sustained soft control which you're not getting much benefit from if the fights only last a few moments.
    It sounds like what you are saying is people are imagining that their characters don't die and the powers that contribute to that outcome. IMO that's a very bold statement and not really supported by my experience. I have other Dominators and Controllers I can compare my 3 lvl 50 Ice Control characters to. The Ice characters have some weaknesses, but also some significant strengths. Among them is something you touched on but didn't extrapolate: because AA moves with you, if the fight really does "only last a few moments" it becomes a total freebie, because you didn't waste any cast time on it.


    Quote:
    Originally Posted by Muon_Neutrino View Post
    Essentially, with perma mez protection and DP along with softcapped defense you're basically playing some mutant hybrid of a regen/sr scrapper and a psi blaster with a few ice powers tossed in for fluff.
    No, you are playing your Ice Controller/Dominator, who you happen to be able to build for those things and take advantage of whatever powers you have available.

    I wouldn't argue against some tweaks to Ice Control's performance, but IMO you are taking it too far.
  22. I pretty much agree with most of what Phantom Fury said, but want to add my own take on a few small items.

    Quote:
    Originally Posted by Phantom_Fury View Post
    2. Frostbite is an iffy power. While it's great at setting up containment (one of only 2 options for aoe containment), it totally negates the function of ice slick, which is your bread and butter control. Not to mention, spamming frostbite will drain your end like crazy.
    I agree with you about spamming Frostbite. I just want to add that I consider the power very important for two reasons:
    - It's how you set up AoE Containment
    - It keeps enemies in place so that you can more safely use Arctic Air for its confusion properties

    The knockdown protection in Frostbite lasts just 12 seconds. If you slot the power for range, you can get durations approaching 50 seconds, where the enemies can't move, you get containment, but they still fall.


    Quote:
    Originally Posted by Phantom_Fury View Post
    3. Taking both Shiver and Arctic Air is a bit redundant, but will depend on your playstyle. I prefer Arctic Air, but I also prefer to be up close and personal. If you prefer to stay at range, grab Shiver. You probably won't need both. Of course, if you have nothing else that you want to take, it's not "bad" to have both. You can stick a few damage procs in Arctic Air for a little dps boost.

    IMO Arctic Air and Shiver have little in common with each other. They are each comparable to Quicksand and Volcanic Gasses from the Earth set in terms of function. I tend to feel that an Ice Control character who stays exclusively at range is working against the strengths of the set. IMO the reason to consider taking Shiver is to have an option for moments when you are forced back out of pole (not so much "melee") range for safety reasons or when the enemies cover too wide an area to keep all of them in Arctic Air. IMO a pure ranged build bypasses significant opportunities, including the ability to add to its own solo damage with Arctic Air.

    [EDIT: In addition, it should be noted that -Recharge has a LOT more utility when used with a Confusion power. That's because -Recharge has little function until enemies use their powers. If you can make most of them use their attacks on each other, you significantly decrease how many shots make it in your direction.]

    Note that being that close also puts you into range for Glacier, a power many players use as an "emergency button" that IMO they should as a "because it's up on a fresh spawn" power. Glacier's has a 30ft radius, which is 10ft larger than the ranged holds in other sets. This sounds less impressive than it is until you do the math on it; a sphere with a 30ft radius actually has than three times the volume as a 20ft one, which is why Glacier is able to catch entire spawns in one shot. If you ever get your global accuracy and recharge high enough to have the power up every 60-70 seconds it becomes one of the best powers in the game, both for its size, and for the fact that even on 24-person leagues, the graphic is very communicative and easy to see, unlike any other AoE hold.
  23. Oedipus_Tex

    Ice/Rad

    Quote:
    Originally Posted by 11th Comet View Post
    its hard to tell what would be best, ive looked over both builds and they end still seems to be a huge problem

    The one I posted uses Cardiac and Ageless. However it is very very very very safe in normal content. Not a fast killer, but faster than you might initially think. +2x8 Rikti spawns are cake, albiet cake you take your time to eat.
  24. Oedipus_Tex

    Power Boost?

    Power Boost doesn't affect knockback anymore. Hasn't in years--the power description was just not updated.
  25. It's probably doing so much damage because the instant one proc ends, a new one instantly replaces it. So within the first second, you get 5 procs, and as each one fades, they are instantly replaced by a new one.

    Seems extremely broken. Procs (all of them) should be on the 10 second timer.