Oedipus_Tex

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  1. Quote:
    Originally Posted by Amy_Amp View Post
    Being soft capped isn't so important if you have perma PA. Sure, it's nice to have, but PA's taunt should get the vast majority of things away from you. Add in Deceive and using it even while invisible.

    Maybe, but that's not the point. The point is Illusion/Traps would be outrageously overpowered, and being able to soft cap to nearly everything is just a part of why.

    But bring on the other prolifs.
  2. Quote:
    Originally Posted by Local_Man View Post
    I can't think of another part of the game where one powerset's primary tools were neutralized while others of the same AT remain effecive.

    You mean like Illusion versus any other set in an AV fight.
  3. One thing to add that is maybe a bit more helpful. Remember that when you first start doing the trials, you are playing your character as he or she "was." You have yet to experience what he or she "will be" after you build up some of the new powers.

    Surprisingly, the power that was a total game changer for me during this leg was Lore. It lasts 5 minutes--the exact duration of this segment--and the Tier 3 version summons 2 pets you can control like Masterminds do. I picked up the Seers, and those girls knocked the cupcakes out anything that tried to run by. This was the second run where my team managed to complete this portion with no escapees--becoming more and more apossibility because of everyone going up levels and gaining new powers.
  4. Quote:
    Originally Posted by Local_Man View Post
    Would Plant controllers have something to say if an encounter made Immob and Confuse and Sleep ineffecive, and Creepers also did nothing?

    No, because this exact scenario exists in AV fights and people just assume its part of the "tax" of playing the set.

    I think once you try a few other characters in the raids you'll see the love went around to all of them. All boss spawns mean Arctic Air does nothing [edit: worth risking your life at close range for], fun fun. And other such things.
  5. Quote:
    Originally Posted by Lazarillo View Post
    About the same as Choking Cloud?

    Different from Ice Arrow how?

    Stacking with Thunder Clap is kinda handy too, yeah.

    Too bad about the mezz protected Illusionists with soft capped defenses and reliable single target Containment blowing anything Ill/Rad or Ill/Cold has ever done out of the water.

    PS I can't be the only person waiting to see if the devs will make the mistake of releasing a single target immob temp power, thereby doubling the damage of Illusionists in AV fights.
  6. What I'm stuggling to understand is why the system works like this at all, actually. What is the purpose of "exotically named" salvage except to make me puzzle over the screen, when it all had to do was be "small, medium, large, and huge 'orbs'" or something? Not hating on the whole system, but spending 15 minutes trying to figure out which special piece I need to slot where seems like a waste. Unless later they plan to let us sell and auction this stuff or something, which would appear to go against the whole point.
  7. Quote:
    Originally Posted by EmperorSteele View Post
    Mind control has never been seen as overpowered by anybody. And if so, it certainly isn't represented in the character population. Heck, just look around the forums. MOST threads are going to be about Fire, Illu (usually coupled with rad), and Plant. Go in-game and tell me how many mind controllers you run into compared to other controllers.

    Anyway, the no-fear effect hurts illu MORE because fear is only one tool in mind's AoE arsenal (mass hyp, total dom, TK, and Mass Confusion -though that's useless here, too). Fear is Illu's ONLY AoE option outside of a Hold. Also, Minds fear does damage, so it's good for at least that.

    Well, Illusion Control is no different than any other set: it's not immune to the downsides of its downsides. Having only one kind of mezz is a gamble. Sometimes it plays out and sometimes it doesn't. I think this is well established and accepted with other sets.

    PS: Its worth noting that on the beta boards, players of nearly every AT made comments about the missions "uniquely" targetting their build. I suppose any of that is possible. What IS clear is the devs are leading us away from a game dominated by steam rolling and tank-and-spank tactics in favor of an environment where many more responibilities are tested. Several sets that previously offered "redundant" support, control, and survivability suddenly seem more attractive. I know I'm kicking myself for having skipped resurection powers on a few toons, and wondering privately how I'm going to design builds to contend with the sudden increase in demand for true, hard core support. It should also be noted that all-boss spawns and "trickles" rather than ambushes mean almost ALL of the standard Controller AoE powers are much more difficult to employ, not just the stuff in Illusion Control, and not just during 1 5 minute portion of 1 raid.
  8. Quote:
    Originally Posted by Local_Man View Post
    I understand that many feel that Illusion has an overly-strong advantage in some situations . . . it also has weaknesses in the lack of other AoE options, lack of hard control, lack of AoE damage. The problem I have is when an encounter is desiged to make Illusion the ONLY controller who is made invalid as a controller by this encounter
    You are still better off than most Defenders. I understand why it could be frustrating that your favorite set doesn't perform well in some situations, but IMO it's about time there was some reason to actually have more than the shaky baseline control Illusion brings.

    Anyway, I still respect your opinion. I just disagree with you on this specific point. And I think this reillustrates something we have to keep in mind all the time: characters are only powerful in the context of a challenge the game throws at them.

    In any case, Illusion is still very useful and you would be mad to pass it over on the raids. If you want to hear about being severely limited, I could tell a story about a certain PBAoE set with high endurance usage and low damage that relies on soft control and is now facing enemies with Drain Psyche in a situation where the goal is to blow up a target as quickly as possible or die. Ouch...
  9. Quote:
    Originally Posted by New Dawn View Post
    Given all the strengths that Ill/Rads have elsewhere in the game any weaknesses is possibly a balance welcome.

    I kind of feel the same way.

    Lots and lots of my characters are bad at some aspect of various things. I don't see why Illusion should be better than everything at everything. I like you Local Man, but I see this as a "game better balanced" issue.

    In any case, Illusion Control isn't useless for the rest of the trial. I actually think the army may be immune to sequestration, in which case, it may outperform actual Tankers (yet again).

    And I think pretty much every set has frustrations of various kinds during this leg. My Mind Controller has major issues with this part, and doesn't get game breaking pets to balance it out. Ditto every other character I've tried it on. The best performer during this stage I've found is my Ice/Fire/Fire dom, purely because of slows, immob, and the actual ability to kill the leuitenants (which my Ice/Rad has to just let run by). But the Dominator eats grass constantly during the AV phases of the trial and brings no support.
  10. Oedipus_Tex

    mind/sonic

    Mind/Sonic is a very rare combo. I don't know that I've ever actually seen one in game.

    Sonic Resonance can be a bit frustrating. It is probably the hardest set to kit out with IOs, because most of its powers don't take them, and the ones that do don't get very good ones. Mind Control also has no pet to hang Sonic's debuff ring on. Defenders and Corruptors face the same issues, but aren't as reliant on recharge buffs as Mind Controllers tend to be. Sonic Resonance also does not benefit from Power Boost in the Primal APP, which IMO is one the best picks for Mind Controllers. I don't want to discourage you from trying the combo, but for me it is probably one of the most challenging you could pick.

    From Mind Control, you probaly need basically everything except Telekinesis. From Sonic Resonance you need the shields, big bubble, Liquefy, Disruption Field. The other powers are mostly situational.
  11. I've been taking damage pretty regularly during the Tower Defense portion of the BAF. I eventually figured out it is coming from Jack Frost attacking me. I don't have any screen captures or notes on it. I do have Arctic Air running most of the time, and it has a Contagious Confusion proc (which used to be bugged and cause the same problem). If it happened during beta I never noticed it. Is this happening to anyone else?
  12. In the context of the 2 new raids, at least one of them features extremely difficult all-boss spawns that pour on top of the team. It's not clear how hard these enemies will be in the future when we have 2 level ups. However, I have been on several raids that failed during this phase largely due to teams being unable to handle these enemies and their extremely powerful attacks, especially because their accuracy and damage go up the longer the enemy remains alive. One of the enemies also has the ability to Placate you, run up invisibly, and more or less one shot you with a critical hit. I'm fairly sure (but not certain) I've been critically hit from Range too, and killed almost instantly.

    I have not tried them, but my guess is that any of the standard mag 3 Controller AoE powers are not very workable. However, Earthquake, Ice Slick, and even Bonfire are extremely effective. I suspect Jolting Chain is as well. Earth Control's single target hold *might* be able to stack enough hold to grab some of the bosses.

    The whole thing with this part of the fight, though, is that if no one on the team bothers to engage the enemies, they will aggro off some of your powers, turn around, and practically one-shot you. My Ice/Fire and Ice/Rad regularly saw the reaper due to Ice Slick, for example. Controlling these particular enemies isn't absolutely critical, because some teams can handle them pretty well through other means, but its nice to have a character who can deal with them when the team can't. The trick is finding some way to engage them both effectively and without having to try to tank it.

    FYI on the Lambda trial, Mind Control is almost cheat mode during the race to take out crates. A Mind Dominator technically has an advantage here, but in the end I'd still prefer the Controller for the buff/debuffs to deal with the difficult boss that follows.
  13. Quote:
    Originally Posted by NightshadeLegree View Post
    Whilst I agree entirely with the OP, this argument is, for now, a lost cause.

    Try again when the shine has worn off, when those who are running these things 3 or 4 times a day have maxed out their new slots and realise there's nothing more to do until the next issue crawls out a few months down the line.

    Personally, no argument will convince me to step onto this hamster wheel. In two years or so of playing I haven't run any particular TF more than half a dozen times at the absolute most. Running the same thing over and over again isn't entertaining to me, it's a job, and I already have a job in the real world.

    My secondary account expires this month, my primary expires start of May. I'll come back for the next issue, assuming it's got something that isn't just more raids. In the meantime I'll spend my time, and money, on other games, that aren't taking a direction that's completely counter to my preferred playstyle.

    That's one way to look at it. Personally I find more variety in the one hour of a Lambda than in a lifetime of radio missions, so, <shrug>.
  14. Oedipus_Tex

    new to trolling

    Different builds, different players. Personally, I'd be looking at staying ranged. Slash/Lethal defense is pretty good and 35% is nothing to sneeze at, but the way I play I typically prefer Ranged defense with Slash/Lethal resistance instead of Slash/Lethal defense with nothing to back it up. Maybe I'm too twitchy, but I find myself pulling aggro constantly, and near-capped Ranged defense with some resistance to soak up the alpha makes a huge difference in my survivability given the short range on Rad's toggles. And since it's Rad, I find the Psi APP and its ability to keep your toggles running very attractive (although the new mezz protection incarnate power could change that.) As a bonus, Psi defense is around 43% as well.

    Sample of how I might do it below, based loosely on my 51 Ice/Rad character, meshed with previous posted builds. You'll note that I had to give up some powers to do it. It has been worth the trade for me on other characters, may or may not be for you; because of my trigger finger, if I were to try to drop defense in order to kit out more, I'd just spend more time dead.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Brown Dirt Cowboy: Level 50 Magic Controller
    Primary Power Set: Earth Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Fossilize -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(3), BasGaze-Rchg/Hold:30(5), BasGaze-Acc/EndRdx/Rchg/Hold:30(7), Dmg-I:50(9), Thundr-Acc/Dmg:50(40)
    Level 1: Radiant Aura -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(15), Numna-Regen/Rcvry+:50(23), Numna-Heal/Rchg:50(31), Numna-Heal:50(31), Numna-Heal/EndRdx/Rchg:50(34)
    Level 2: Stone Cages -- EndRdx-I:50(A), Acc-I:50(3)
    Level 4: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(5), DarkWD-Rchg/EndRdx:50(15), DarkWD-ToHitDeb/EndRdx:50(21)
    Level 6: Stone Prison -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(21), Thundr-Dmg/Rchg:50(29), Thundr-Acc/Dmg/Rchg:50(50)
    Level 8: Accelerate Metabolism -- P'Shift-EndMod/Rchg:50(A), Efficacy-EndMod/Rchg:50(9), RechRdx-I:50(23)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(11)
    Level 12: Stalagmites -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(13), Stpfy-Acc/EndRdx:50(13), Stpfy-Stun/Rng:50(25), Stpfy-Acc/Stun/Rchg:50(27), Stpfy-KB%:50(27)
    Level 14: Super Speed -- Zephyr-ResKB:50(A), Zephyr-Travel/EndRdx:50(31)
    Level 16: Enervating Field -- EndRdx-I:50(A), EndRdx-I:50(17)
    Level 18: Earthquake -- DarkWD-ToHitDeb/Rchg:50(A), DarkWD-ToHitdeb/Rchg/EndRdx:50(19), DarkWD-Rchg/EndRdx:50(19), DarkWD-ToHitDeb:50(43)
    Level 20: Lingering Radiation -- Acc-I:50(A), RechRdx-I:50(40)
    Level 22: Boxing -- Acc-I:50(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), DefBuff-I:50(25)
    Level 26: Volcanic Gasses -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(45), Lock-Acc/EndRdx/Rchg/Hold:50(36), Lock-Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(37), Lock-%Hold:50(37)
    Level 28: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:50(46)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg:50(A), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-Acc/Rchg:40(33), ExRmnt-EndRdx/Dmg/Rchg:50(34), ExRmnt-+Res(Pets):50(34)
    Level 35: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def/EndRdx/Rchg:50(36), RedFtn-Def/Rchg:50(37), RedFtn-Def:50(40), RedFtn-EndRdx:50(43), RedFtn-EndRdx/Rchg:50(46)
    Level 38: EM Pulse -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(39), BasGaze-Rchg/Hold:30(39), BasGaze-Acc/EndRdx/Rchg/Hold:30(39)
    Level 41: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(42), Thundr-Dmg/EndRdx/Rchg:50(42), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(46)
    Level 44: Indomitable Will -- LkGmblr-Rchg+:50(A), RechRdx-I:50(45), RechRdx-I:50(45), RechRdx-I:50(50)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Acc/Dmg/EndRdx:50(48), Posi-Dam%:50(50)
    Level 49: Mind Over Body -- ResDam-I:50(A)
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- RechRdx-I:50(A)
    Level 2: Swift -- Run-I:50(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Hurdle -- Jump-I:50(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(29)
    Level 4: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  15. These raids are way too easy to be causing this level of controversy. The BAF might as well be called "fight 4 AVs with a 5 minute intermission to mezz enemies who don't fight back." If you do fail it you can come right back and try it again. It is actually WAY easier than either Apex or Tin Mage, especially since we'll be running it with 2 level shifts and 4 extra powers by this time two months from now.
  16. Quote:
    Originally Posted by Mr_Grumpums View Post
    Plant/Fire works VERY well.

    Also, name it "Grassoline". XD

    I was going to suggest "Cambrian Explosion."
  17. I've been thinking about this some too. I have three main characters I've taken into the incarnate zone so far: a Mind/Cold troller, an Ice/Rad troller, and an Ice/Fire Dominator. I've been on a number of successful raids, but have been just kind of haphazard with my reward selections so far. In any case, here are a few things you need to consider:

    - Bonuses from alpha and procs from Interface also apply to your pets

    - However, procs cannot stack infinitely; there is a limit (I'm unsure of the number), which means if you team a lot you may be better with a less popular proc type

    - With the exception of Recharge from Spiritual, any bonuses from your Alpha slot also affect your Judgment blast

    - Set bonuses from IOs DO NOT affect the strength of your incarnate abilities, nor do buffs from powers or players, nor do archetype modifiers, but...

    - ...debuffs you place on enemies DO increase the damage done, so in practice, many Controller's Judgement power outdamages a Blaster's, at least for that one shot
  18. To be super technical for a second, Power Boost doesn't work on +Resistance powers with enhanceable Resistance. So, it works for none of the shields in Cold Domination, Thermal, or Sonic, but all of the ones in Force Field, even though Force Field provides Toxic resistance. In the case of Force Field, it still only boosts the +Defense part.
  19. Quote:
    Originally Posted by RemusShepherd View Post
    Oh, yes, it's obviously designed so that that is the intention. It's a BAD, BAD design. It makes half of all ATs worthless during that segment of the trial. And the devs CHOSE it to be that way.

    Disagree. I think the fact that you aren't supposed to kill everything (and are in fact discouraged from it) is one of the best developments this game has made, given a historical backdrop in which creatures have mostly served as XP and loot drop sponges.

    Anyway, I find at least some of the pessimism about end game systems to stem simply from the fact that there is "something" out there that some players "don't have" and "have to get." Some of that is inherent in a hierarchal leveling system, but some of it comes from overappraising the value of getting the "best" incarnate abilities. Essentially, some people seem less motivated by the bonus these abilities actually provide than the fact there is some bonus better than what they have. If you are motivated primarily by the latter, I can see why you would be frustrated, but IMO at least some of that is a problem only you can hope to fix.
  20. Quote:
    Originally Posted by je_saist View Post
    So, regardless of the underlying problem experienced by the original poster, NCSoft still fails for an exceedingly poor choice in tools used to build their launcher.

    NCSoft and the thousands of other companies who are using the same tools?

    I'm scared to even ask your opinion of Flash.
  21. I didn't read all of the other posts, but here are a few very basic pointers. I only ever really lead radio and tip PUGs, so most of this applies to that.

    All of my guidelines extend from one principle: nothing kills a team faster than dead time. I mean this literally and figuratively. If you wipe a lot, or you waste a lot of time, you are going to have trouble keeping together.

    - Guideline 1: Give clear communication on what the next task is. As soon as you exit one mission, be setting up the next. If you are unable to set the mission up right away, say that in team chat. If more than 3 minutes goes by and no communication has been attempted, you are going to start losing people.

    - Guideline 2: Roll on 6. What this means is that if your team is full, the mission begins when 6 team members are ready to start. The remaining 2 can catch up. Use a little judgment here: if all 8 team members are moving toward the door, you can (and should) give them a little time to get together. But if someone is not even on the same overworld map, do not make the entire team wait for that one person to catch up.

    - Guideline 3: Recruit new members while the rest of the team is fighting. You can use the /search function to help you. Don't wait to get back in the overworld to recruit (although you can still broadcast there to help you out).

    - Guideline 4: Related to Guideline 1, if you or someone else need to enhance or take a break, tell the team and say "Go ahead and start without me." Do not make people wait on you.

    - Guideline 5: Do not criticize people passive aggressively. For example, do not say something like "That's funny, I thought we invited a Kinetics toon, but it looks we ended up with a Blaster." If you are going to ask someone to play differently, be polite (even if you are frustrated) but direct. Snarkiness almost always backfires, and, worse, people on the team who might have agreed with your point won't want to get involved if it turns personal.

    - Guideline 6: Set reasonable goals. This usually means on radio missions that you keep the settings on +0. Wiping over and over will wipe your team out. Rule of thumb: after the second wipe out, 3 members drop.

    - Guideline 7: Hitting /kick is like declaring bankruptcy. You can do it every so often, but it stays on your record for 7 years. of course, you can /kick people who have simply been afk too long.
  22. Quote:
    Originally Posted by UnicyclePeon View Post
    Hmm. I've been considering tweaking out my Ice/Storm some, but I was thinking about going for high recharge and taking every power (even the sleep) for maximum utility, now that inherent Fitness gives me more wiggle room.

    Would that be a mistake of an approach do you think? Those range-capped builds are neat and all, but they skip lots of powers I want to have, and I cant afford a dual spec.

    So is recharge and max power selection a bad option for Ice/Storm?

    Lewis

    It's really hard for me to say whether soft capping is superior to selecting more powers. It kind of depends on how much you team and who with. However, there are a few things to consider:
    - Ice Control doesn't shut enemies down completely like some other sets do
    - Ice Control needs to mix it up at pole range a lot (not "melee range" as it is sometimes described)
    - Ice/Storm specifically normally has to make a choice between knockdown or AoE containment due to the need to limit knockback, limiting the role of Ice Slick

    Speaking from personal experience, when I soft capped my other trollers they got somewhat better. When I soft capped my Ice Controller and Dominator they got 2 to 10 times better. When you consider that Arctic Air is an autohit clone of the mezz clouds in Dark Armor with 25ft range, higher mag, and the ability to slot Contagious Confusion, and that with Tough + Resistance epic armor you can almost match DAs S/L resistance (even if you don't get as many HP or exotic defenses), the difference is really kind of remarkable. I don't have an Ice/Storm personally, but if it turns out similar to my Ice/Fire Dominator, it should be able to solo at +0x8 with relative ease.
  23. I have about 10 level 50s, and 3 of those have Ice Control as a set (2 Controllers, 1 Dominator). I like the set a lot, but it takes getting used to.

    On a Controller, Ice Control is very reliant on teams until higher levels. It is also not really the safest Controller for a good period of the game. It can be a bit frustrating especially between levels 35 and 45 or so when it feels like every enemy has a mezz, confusion protection, or some kind of exploding PBAoE. However, if you build for the right kind of survivability, you can turn things around.

    IMO the key to Ice Control is figuring out how to make Arctic Air work for you. This pretty much means you will be forced into the Psi App for Indomitable Will. The second hole you then need to close is your defenses--IMO, Ranged defense specifically. That's because your chief problem won't be enemies who hit you at melee range, but things shooting at you from outside AAs radius. You then back this up with slash/lethal resistance to absorb damage that does get through, be it melee orr ranged or whatever.

    I've never played Ice/Cold specifically. Looking at the combo on paper, it seems like it would do ok. I'd probably miss the self heal my Ice/Rad has, but the extra endurance can't hurt.

    Here is a sample, very cheap starter build of what Ice/Cold might look like at 50. This build isn't totally vetted and could be improved with more cash, but if you didn't want to spend much at 50 might be a starter point. FYI I'm not a huge fan of Frostwork and you could easily replace it with Heal Other and Heal Self here.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Cold Domination
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Rchg:30(A), BasGaze-Acc/Hold:30(13), BasGaze-Rchg/Hold:30(15), BasGaze-EndRdx/Rchg/Hold:30(19), HO:Perox(50), Dmg-I:50(50)
    Level 1: Infrigidate -- Acc-I:50(A)
    Level 2: Chilblain -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(15)
    Level 4: Ice Shield -- LkGmblr-Rchg+:50(A), S'fstPrt-ResDam/Def+:30(11), DefBuff-I:50(13)
    Level 6: Arctic Air -- CoPers-Conf:50(A), CoPers-Conf/EndRdx:50(7), CoPers-Conf%:50(7), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Acc/Rchg:50(11)
    Level 8: Frostbite -- Acc-I:50(A)
    Level 10: Glacial Shield -- LkGmblr-Rchg+:50(A), DefBuff-I:50(37)
    Level 12: Ice Slick -- RechRdx-I:50(A)
    Level 14: Combat Jumping -- LkGmblr-Rchg+:50(A), Zephyr-Travel/EndRdx:50(36), DefBuff-I:50(36), Zephyr-ResKB:50(37)
    Level 16: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
    Level 18: Super Speed -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(19)
    Level 20: Arctic Fog -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(21), RedFtn-EndRdx:50(21), RedFtn-Def/Rchg:50(23), RedFtn-EndRdx/Rchg:50(23), RedFtn-Def/EndRdx/Rchg:50(25)
    Level 22: Frostwork -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(25), Numna-Heal/Rchg:50(31), Numna-Heal/EndRdx/Rchg:50(31), Numna-Heal:50(31), Numna-Regen/Rcvry+:50(34)
    Level 24: Maneuvers -- RedFtn-EndRdx/Rchg:50(A), RedFtn-Def/EndRdx:50(37), RedFtn-Def:50(43), RedFtn-EndRdx:50(46), RedFtn-Def/EndRdx/Rchg:50(46), RedFtn-Def/Rchg:50(46)
    Level 26: Glacier -- Lock-Acc/Hold:50(A), Lock-%Hold:50(27), Lock-Acc/EndRdx/Rchg/Hold:50(27), Lock-Acc/Rchg:50(40), Lock-Rchg/Hold:50(40), Lock-EndRdx/Rchg/Hold:50(40)
    Level 28: Benumb -- RechRdx-I:50(A), RechRdx-I:50(29), Acc-I:50(29)
    Level 30: Shiver -- Acc-I:50(A)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Dmg/EndRdx:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), EdctM'r-PetDef:40(34), C'Arms-+Def(Pets):30(34)
    Level 35: Sleet -- RechRdx-I:50(A), RechRdx-I:50(36)
    Level 38: Heat Loss -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(39), Efficacy-EndMod/Acc:50(39), Efficacy-Acc/Rchg:50(39)
    Level 41: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(42), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Dmg/EndRdx/Rchg:50(43), Thundr-Acc/Dmg/Rchg:50(43)
    Level 44: Indomitable Will -- LkGmblr-Rchg+:50(A), RechRdx-I:50(45), RechRdx-I:50(45), RechRdx-I:50(45)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg:50(A), Posi-Dmg/Rchg:50(48), Posi-Dmg/EndRdx:50(48), Posi-Dam%:50(48), Posi-Acc/Dmg/EndRdx:50(50)
    Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A)
    Level 50: Spiritual 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:50(A)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1381;656;1312;HEX;|
    |78DA6593C96E134110867B3C36C67B9C7DB39338AB1D32C4822B422201295222250|
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    |-------------------------------------------------------------------|
  24. Quote:
    Originally Posted by Chaos Creator View Post
    Seriously. I don't understand why people think they are level 51. Just die and your 'level' goes poof. This alone should be proof you're not a higher level.
    Other than (+N) being slightly more time consuming to type there is no reason to not use the correct syntax.

    Could anyone explain to me why people claim to be level 51?

    /rant

    It's an... acronym for 50 + 1.
  25. Quote:
    Originally Posted by Katten View Post
    I've seen some back and forth on this, so to get this straight.

    Only players in the path between the enemies (wherever they spawn) and the person who triggered will get aggro (and stealth means nothing to them) I sonic defender running the death donut can do so quite safely simply by standing down an abandoned hallway, so long as it isn't an unlucky spawn point. That's just experience, so it can't really be disputed. Looks like it and emp (if you can manage to keep alive for AB's) are most useful still.

    Well, if we're talking about +4s, Sonic's donut is only giving you about -15% resistance. That's better than nothing but I wouldn't roll a whole character just for that. Given how vulnerable those particular enemies are to -Recharge and knockdown, an Ice Control/Empathy soft capped to range is probably my top pick for pure support, because its likely to actually survive based on the totality of buffs/debuffs/heals; my Ice/Rad/Psi can survive it quite easily. But if top efficiency is your worry, I would still prefer to just get a second high damage character.