Oedipus_Tex

Legend
  • Posts

    3840
  • Joined

  1. IMO how Dim Shift and similar powers SHOULD work is summon a pet that works like Oil Slick Arrow. The pet would have an AoE intangibility toggle that autohits any enemies nearby, 1 second duration, pulse every 0.2 seconds, non-self stacking. Killing the pet would cancel the toggle and lo and behold, you have solved the major issue with this power and several similar ones. It even improves the power somewhat because then you could use Gravity's knockback and teleport much more intelligently to throw enemies you're not wanting to deal with into your "pulsing intangibility patch" until you are ready to cancel it and deal with them. (It would not work with Domination but no biggie since Domination currently doesn't work on Dim Shift anyway.)

    EXTRA: If you want to make the power just funny and cool, you could give it a 20 foot radius intangible, and 25 foot knockback. Result: Anything that you put inside it gets intanged and is unaffected by the KB, anything that tries to walk up to it gets KBed unless some force (your own knockback or a teleport) throws it in there beyond the "wall of force."

    EDIT 2: Although what I would really want even more is just a power that teleports everything in a 25ft radius to a center point. (And, unrelated, the "flip you in the air" hold animation for Gravity's holds.)
  2. While not the most anti-team character ever, a runner up goes to the Earth/Storm Controller I encountered tonight who possessed two unique powers so beloved to him that he was loathe to use anything else:

    Gale off of Ice Slick
    Spammed cages on top of Ice Slick

    All of which might have been forgiveable. Had there not been THREE Ice Controller/Doms on the team.

    [I should note he was but 1 of 4 different Earth Controllers/Doms encountered within a 5 hour period who had cage addiction. Seek help when your illicit habits lead to wanton death and teammates getting creamed by PPD.]
  3. Oedipus_Tex

    Mind/Cold

    I agree with most of what has been said so far.

    I have a 50 Mind/Cold troller. Here is a sort-of version of his current build for reference.


    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    11-21-10 Cold Reader NO STAM2: Level 50 Natural Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Primal Forces Mastery
    Hero Profile:
    Level 1: Levitate -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/EndRdx/Rchg:50(5), Thundr-Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Acc/Dmg/Rchg:50(31)
    Level 1: Infrigidate -- Acc-I:50(A)
    Level 2: Dominate -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(5), Thundr-Acc/Dmg/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(13)
    Level 4: Ice Shield -- LkGmblr-Rchg+:50(A)
    Level 6: Confuse -- CoPers-Conf/EndRdx:50(A), CoPers-Conf/Rchg:50(7), CoPers-Acc/Conf/Rchg:50(7), CoPers-Conf:50(9), CoPers-Conf%:50(13), CoPers-Acc/Rchg:50(15)
    Level 8: Mass Hypnosis -- FtnHyp-Sleep/EndRdx:50(A), FtnHyp-Plct%:50(9), FtnHyp-Acc/Rchg:50(17), FtnHyp-Sleep/Rchg:50(29), FtnHyp-Acc/Sleep/Rchg:50(33)
    Level 10: Glacial Shield -- LkGmblr-Rchg+:50(A)
    Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17)
    Level 14: Super Speed -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(46)
    Level 16: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(40), Stpfy-Acc/EndRdx:50(48), Stpfy-Stun/Rng:50(48), Stpfy-Acc/Stun/Rchg:50(48), Stpfy-KB%:50(50)
    Level 18: Total Domination -- UbrkCons-Hold:50(A), UbrkCons-Hold/Rchg:50(19), UbrkCons-Acc/Hold/Rchg:50(19), UbrkCons-Acc/Rchg:50(23), UbrkCons-EndRdx/Hold:50(25)
    Level 20: Arctic Fog -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(21), RedFtn-EndRdx:50(23), RedFtn-EndRdx/Rchg:50(25), RedFtn-Def/Rchg:50(36), RedFtn-Def/EndRdx/Rchg:50(37)
    Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), DefBuff-I:50(50)
    Level 26: Terrify -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Acc/Rchg:50(27), Ragnrk-Dmg/EndRdx:50(29), Ragnrk-Knock%:50(31)
    Level 28: Benumb -- Acc-I:50(A), RechRdx-I:50(31), RechRdx-I:50(39)
    Level 30: Weave -- RedFtn-Def/EndRdx:50(A), RedFtn-Def:50(36), RedFtn-Def/Rchg:50(37), RedFtn-Def/EndRdx/Rchg:50(39), RedFtn-EndRdx/Rchg:50(40), RedFtn-EndRdx:50(43)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg:50(A), Mlais-EndRdx/Conf:50(33), Mlais-Acc/EndRdx:50(33), Mlais-Conf/Rng:50(34), Mlais-Acc/Conf/Rchg:50(34), RechRdx(34)
    Level 35: Sleet -- RechRdx-I:50(A), RechRdx-I:50(36), Achilles-ResDeb%:20(37)
    Level 38: Heat Loss -- P'Shift-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(39), P'Shift-EndMod/Rchg:50(40)
    Level 41: Power Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(42), Thundr-Dmg/Rchg:50(42), Thundr-Acc/Dmg/Rchg:50(42), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(43)
    Level 44: Energy Torrent -- Posi-Acc/Dmg:50(A), Posi-Dam%:50(45), Posi-Acc/Dmg/EndRdx:50(45), Posi-Dmg/Rchg:50(45), Posi-Dmg/Rng:50(46), FrcFbk-Rechg%:50(46)
    Level 47: Power Boost -- RechRdx-I:50(A)
    Level 49: Temp Invulnerability -- ResDam-I:50(A), ResDam-I:50(50)
    Level 50: Spiritual Radial Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- Empty(A)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1419;703;1406;HEX;|
    |78DA6594596F125114C7EF1410D90A48A12D2D8BB4A52D1464DAAA8F46A1559352D|
    |19AB88B93322D13A73338D0449FACDBAB2FFAEAFAE61235312EAF3E1BFD02FA155C|
    |5297573C9C73A1989984F9CDFDDF7BCEF9DF3B67285E2EB819DBD8C7045F5E95EAF|
    |5725ED71A86AEAAB2615F941AEB86A4464431332D66C45C3CAFAB95F83159AAC846|
    |7CF1487CE9F8FEE2B49D3116DB0A6AC7678B8A56690FBAE70FACAFAC645B89CA057|
    |D4DD1A486A26BFEC35A553664AD916D3F384B3AE458AAC972C5838FF3CA6AB5A168|
    |AB6E1C2DC8520D06DEF6000CD5AB4A2D3C575396B325435993D4F2BC6E2CCBF5725|
    |1AA3764E3CA00D84CC2EF89C0F8D5B4B17B0091F5DC47581F237A1F20FA1E21A20F|
    |11173D9D28C6C2283D8544024F24FC9F88323829D44989DC945D8544169EC812145|
    |AD233B8DB7822DB859E96B4ED1CE13C62FB59845B42F49611CF21CA4E5156FB695A|
    |7706E13B85183E81889F446850D7C1EB3AA86E02C25DB883A6E04AA33B1F6104663|
    |C7CC6F305E3335F1102CC78B957EF554C33BE81D8758D709D700321DE44BC80BB9F|
    |7BF51730D18E39C23C2274103170085103AF012A6F0B3831435F2F22E4450CB8112|
    |32EC4A80761016B418A62C17E7888B01048FD7C1FFDB469318A3B7C098341EE6870|
    |06AB866709BBE9F4F620A27B1197C0D1102DEF19A2D71FA5A34A12AC5029C22D47C|
    |8F208591E25934932394ECE53B48F57708FF1D38C6DA214FF45F88DD8F987F097D0|
    |3A43AB8519E026C1DD24F81B238C7E00BB015687056382800BC6EEE20E92B711E37|
    |7101FA1052778E109EADD49EADD49EADD49EADD14F56E8A7A7713FE28D23C2AFD1A|
    |A5A9F78477843788CC5BC22DACF5196A6579E765C9E6279072FCBDE4A6501209C3D|
    |6AEEFAC09175BE8561C98B164ED7C794CC04591AD454D87AFF3853553A674399322|
    |9A941993326B52BE39C183D0EDE18749F96E527E9A94A301D81129CD7FF9ABFA99|
    |-------------------------------------------------------------------|
  4. I would vote against Sonic. The endurance cost will be a major frustration. It definitely was for my Fire/Sonic character. You can fix that at 50, but that's a long time to wait just to be able to function semi-normally.

    Cold and Therm both have their pluses and minuses. I find having a self heal is very useful to an Ice, because you're often playing mini-tank (or at least tank-accessory), and the heal can make you a lot more survivable. But IMO Cold IOs better than Thermal. Cold used to have another major advantage in endurance use, but by the time you make this perma you could now have slotted an endurance alpha if you need it, so no big deal.

    As a point of confession, I have both Ice/Rad and Ice/Therm at 50 and semi IOed. I like the Rad's build better. Thermal and Sonic have always been challenging for me to IO in general.
  5. This seriously makes me wonder if you can't use RotP with a queued nuke and have it go off after you become invulnerable. The targetting system works kind of strangely and applies certain bonuses at weird times... for example, if you're a Mind Controller and you sleep a group, and then fire two AoEs queued together, they BOTH get Containment even though the first shot wakes up the group.

    [EDIT: Disregard. Of course it goes off because Untouchable is not Only Effects Self. :P]
  6. Looking at Whirlwind's stats, it's not useless. It's not a power everyone would want, but it's basically identical to Repulsion Field with a slightly more expensive endurance cost. Basic advantages:

    1) There is no combat speed suppresion for using it. You can turn it on and Super Speed through enemies without it slowing you.

    2) It's autohit.

    Really, the power's best use is as a jousting ability. Turn it on, prep an attack, run and jump at the boss. There is a 100% chance you will knock it back (unless it has kb protection), which is actually better than the attack you're using have a 100% chance to proc knockback, because it can't miss. Enemies generally are not smart enough to queue attacks ahead of time, so this gets this almost every time.

    If you just stand around with it on all the time, yeah it sucks, but so does Repulsion Field.
  7. I think you could make an argument for an set being the "most" versatile just by re-weighting what one considers a typical or relevant encounter to contain. "Can solo AVs," for example, makes a claim about the revelance of such an activity. In fact, since soloing AVs is a completely avoidable situation, I'm not sure it's all that relavant. It can be, but doesn't need to be.

    With this knowledge you could basically argue that any set is the "most versatile" by just playing with the weight of the categories, or even inventing or deleting whole categories. Fire Control is the most versatile because its powerful mezzes combine with high damage, and damage is what is ultimately important anyway. Ice Control is the most versatile because its abilities tend to ignore boss level protection, and you can pick up damage from anywhere. Plant Control is the most versatile because it can switch hit between farms and regular content and rule both. And on and on. Essentially what we're measuring as "versatility" is at least 50% a guess at what typical game activities are relevant. What one person considers impressive and diverse another may find very one note. This is actually exactly how I feel about Illusion Control. I see why people like it, but "diverse" is a real stretch for me to accept, even if I see why people say that.
  8. Quote:
    Originally Posted by Aura_Familia View Post
    Hogwash. Some fully purpled out toons are already doing things that an Incarnate can. Easily. Alpha isn't all that that it makes every toon suddenly impressive, and from what I've seen nor are the upcoming slots vs purpled out toons. If you are fully purpled it doesn't do all that.

    I don't think the devs have an issue, since they can just do what they've done with the BAF.

    I think the point is we have exemping mechanics on all of the TFs pre-50 to prevent them from becoming obsolete. My base I assumption is that we are going to get "epic" versions of these TFs with some increased reward. The only alternative would be to have the same exemping mechanics on them that "protect" the pre-50 TFs from becoming "run throughs." Level shifts have already made most of Lady Grey easier than a series of radio missions, strange because a lot of the new-ish low level Praetorian content is TONS harder than most of what we currently face at 50, especially the LGTF and ITF... my level 22 just got done fighting 26s on a team of 4 in Talos Island on Dual Origins only, and it was so much harder than anything that comes later it's kind of eyebrow raising.
  9. Quote:
    Originally Posted by starphoenix View Post
    I just hope that when we complete our path of the Incarnate that all the enemies of the pre-19 level 50 TFs/STFs will con grey to blue to us. Would be nice to be able to solo the LRSF without having a mind dom. Of course, Monsters and Raid enemies (Riktis, Zombies, etc.) will always con the same to us even if we are 50+10.

    I actually hope this does not happen this way. For the same reason enemies in Positron or Sister Psyche don't con grey to us. You're exemped to them to complete that task. In order to protect the TF from becoming the mess that WoW has with the ideal way to complete a dungeon being to just get a high level person to run it for you.
  10. Oedipus_Tex

    Ice/?/?

    I picked /Fire as part of a revamp of my existing Ice/Thermal Controller. Only level 22 right now but no complaints so far. Ice is a bit low on hard control so I will have to live to see whether I end up face planting a lot... guessing not once IOs get involved.
  11. Thought about it for a while. If I was forced to put my money down on something specific, I would say the most versatile [EDIT: specifically from a "team support can-opener" perspective] I can come up with is Earth/Thermal/Psi. This character would have the following:

    -Defense (too much to measure)
    -Resistance
    AoE Immob
    Easy containment (because of above immob)
    -Fly
    Pulsing AoE hold, 60 second duration
    Targeted ally heal
    PBAoE ally/self heal
    -Recharge (from the Psi attacks, stackable in AoE to about the cap of -75% after 2 casts of Psi Nado)
    Mezz protection (from Indom Will)
    Knockdown patch (which ignores hit rolls and boss level protection)
    -ToHit from said knockdown patch
    AoE stun
    AoE knockup (from Psi Tornado)
    Resistance shields
    Team mezz protection
    Ally rezz (and nuke if you so wish)
    Extremely resistant, buffable, healable, taunting pet
    +ToHit for up to 4 allies at a time
    +Damage for up to 4 allies at a time
    -Damage to single target
    -Recovery and Endurance drain to single target (probably neglible)
    -Regen
    AoE sleep (LOL)
    Slow patch with auto hit -Defense
    Single target hold with high priority animation (important for notifying you/team the hold is in effect)
    Mixed damage sources (smash/psi)

    All of this said, as great as Earth Control is, it lacks Confusion, aggroless mezzes, PBAoE "travel auras," the magic of Phantom Army or Creepers, and a fast casting hard hold. I have every Control set except Gravity at at least level 40, and can honestly say when playing any of them, I miss the other one's tricks, because they all bring something the others don't.
  12. Quote:
    Originally Posted by Arcanaville View Post
    A couple of questions:

    1. One thing I haven't yet taken for a test drive is a chain confuse with contageous confusion slotted in it. Does the proc have a chance to mass confuse with every jump? I thought it would but I'm not 100% certain.

    2. Do you find Conductive Aura and Hurricane counterproductive?

    3. I noticed that O2 boost wasn't slotted at all. Was that an oversight, or do you really just not use often enough to matter?

    4. What do you think are the biggest strengths of the build? To me, it looks designed for heavy control.

    My Elecs aren't high enough to try Contagious Confusion, but my Ice Controllers loooove it. The fact that it can be put into a power that is autohit is just gravy. The main challenge is just surviving the enemies long enough to play tank. Recently made easier thanks to Cardiacs letting Ice Controllers run armors they couldn't previous afford. Ice is still not for everyone, but I enjoyed it as a curiosity before alphas and as a decent alternative Controller now.

    I did try Elec/Storm on test, and it wasn't my favorite. I have a 50 Earth/Storm and a bunch of other Storms in some midling range. The chaos of Storm mixed with the need to bunch enemies up of Electric bothered me a lot. But it could be I just never figured out how to make it work. It may just be a combo in need of a good advocate to explain to use how to make it work. Tornado and Lit Storm blowing things out of my aura and chains drove me crazy, and putting things in a corner just made it so the aura and chains werent really needed.

    Meanwhile, sample shots of Arctic Air action (how much of the confusion is due to the proc is hard to tell, but the answer has to be "at least some of it."):

    [P.S. I can, however, postulate on how often Contagious Confusion triggers, because before power customization AA did not show purple confuse bubbles when enemies got confused, but CC did. On a spawn of 8 you can pretty much expect the proc to trigger about once every 30 seconds. Back in the day this used to confuse your PET too, which kind of sucked needless to say. Especially since Jack Frost has a ranged hold.]





  13. Quote:
    Originally Posted by Arcanaville View Post
    I think, if I understand what you're saying, that what I'm calling versatility and what you're calling "reach" are, if not identical things, very closely related things. I consider versatility to be ultimately the tools and the ability to react to a wide variety of new situations or opportunities. Whatever needs to be done, or however the situation changes, versatility lets you deal with that gracefully, or better yet from a position of strength.

    I don't think synergy and "reach" are intrinsicly mutually exclusive, although the single minded pursuit of one can cause you to easily destroy the other.

    Agreed. Just a terminology difference. Sorry I wasn't more clear about that. What I meant to say is that "yes I keep versatility in mind, but I call it something else."

    However, I should note that in the consideration of reach, I also consider factors like "do these powers add up in a way that benefits from itself overall?" I actually recently dropped EMP from my Ice/Rad after having it for about a year. I may try to fit it in again later, but I didn't use it enough as it was. It's actually somewhat more useful to me occasionally die and be able to survive more fights on average than take it and survive the odd emergency, especially when many emergencies are, ironically, created by having too many holes in order to fit in odd powers.
  14. Quote:
    Originally Posted by Arcanaville View Post
    And a meta question: how many people out there explicitly build for diversity? How many are willing to sacrifice damage or other things to explicitly add something that might only be situationally useful, but you just have to have that utility (for example, no respec of this character is ever going to lack the recall-mutation combination, ever, so long as it exists).

    To answer the second part of your question, what you refer to as diversity I have in the past referred to as "reach." One of the things you frequently hear on the boards is that a certain set has or does not have "synergy" with another set. For example, I have occasionally been told that Ice Control's Arctic Air is a poor power to combine with say, /Empathy, because Empathy is "a ranged set." The fact that AA and Empathy are individually useful does not seem to be something that some people weigh. For it's part, Resurrection is not a power that I think has "synergy" with any powerset (except maybe something with Vengence), but it definitely adds "reach" to any of them.

    This is not to say that every instance of claimed "synergy" does not result in a somewhat more powerful character, just that a lot of people overlook "reach" as a consideration. It's particularly common to see in threads where people claim to be "a ranged Blaster only," or "primarily a melee Controller," whereby a person locks onto a specific "synergy" and possibly hurts themselves overall when they run into a situation they don't have the "reach" to cover, e.g. not being able to run in and blap a boss down even when the situation happens to be safe enough to open that opportunity.
  15. This is a really challenging question that unfortunately probably doesn't have an answer, even if it sparks some interesting debate. Mainly because a measure of versatility implies that you can measure which categories of things have the most weight. For example, are -ToHit and +Defense one category or two? Is "survivability" a category? Is "able to make teammates survivable while you yourself really aren't" a category? Is "aggroless mezz" a special category separate from mezz? What about "stealth" versus "unsupressable stealth?" Is a "fast recharging cone confuse that ignores Psi defense" different from a "long recharging aggroless radial confuse that ignores positional defense?"

    What makes this more complicated is that sometimes the ability to do something combines in a way that makes a power more situational. For example, Hurricane. It's a massive -ToHit debuff mixed with Repel. Do we count these together as a "unique ability to repel things while hard to hit" or is it the ability to affect "-ToHit" and "Repel" individually? Does the fact that no other set has a power with similar characteristics mean it gets more weight?

    Other considerations are uniqueness. Cold Domination can do a number of things, but is almost alone in being able to debuff secondary effects. Is this ability one point for uniqueness, or one point for each individual thing it debuffs?

    There are also some categories where matters of degree have input into the tally. Ice Control can "do damage" but not generally a whole lot. I happen to think my Ice/Rad troller is extremely versatile, as long as the versatility we're talking about are buffs, debuffs, and control options. Throw a Fire Controller on a team with him and likely at least one of those options goes away (since Ice Slick is Fire Control-ese for "cages here plz tks.")

    Even trickier, a set good at several things can sometimes still be shut down by actual circumstances. Fire Controllers are completely neutered by Sonic Dispersion because that power happens to have protection against the only 3 mezzes Fire has. But while creatures with big bubbles are common in the early to mid game, they almost completely disappear later on. And a Fire Controller who wants to could avoid such creatures pretty effectively anyway.

    Having teamed with countless number of Ill/Rads over the years, my general opinion is that they are great soloists and mostly unremarkable teammates who I don't really trust to turn the tide. IF you happen to be fighting a very specific kind of end boss they are not bad to have around, but IMO Illusion Control is versatile in the way that Masterminds are. They are very self reliant and have some buffs for the team but I would never count on them for serious crowd control.

    Part of this opinion is colored by the sheer popularity of the set; I suspect a lot of very inexperienced people use it because they hear it is "the best Controller combo." If I had, say, Local Man on my team I'd expect better performance. I also deeply suspect most Ill/Rad (and Ill/Cold) characters come to the table with a "solo mindset" anyway, and generally aren't concerned with how they blend with the rest of the team. Some time ago someone wrote that in their opinion they'd rather take Defenders than Corruptors for sort of the same reason; the mentality of people playing that AT tends to be more team focused even if the hard coded powers aren't necessarily that different.
  16. Quote:
    Originally Posted by Golden Girl View Post
    I'd like Atlas Park to have more fountains at the plaza, and for the "wild" look of the parks to be changed into a more landscaped look.

    I would personally love if we had a developer resource who was basically the "granularity creator." This person's job would be to go through the zones and, if not necessarily totally revamp them, add interesting details. We have libraries--can we use them for actual research? There are giant upward facing fans in some areas, can they hit anything that steps on them with a massive knockup? Could generators have a radius of Enverating Field? Could a "cursed" area of one of the maps cause our shadows to act differently?

    It could be small or large, but these small details, to me, are more important than looks alone. Although I'd certainly like to see a few zones get a repaint as well.
  17. Call me crazy, but I like the war walls. I like being able to clearly see the edges of the zone. The "not-really-visible-until-you-smash-into-them" outdoor instances where you can see areas but not get to them drive me crazy. Especially when the area is not square shaped. Not to mention the, uh, "fun" of super speeding around a map and seeing "Warning: You are about--" [Loading Screen]
  18. I have a partly done Ice/Storm build. Even with Cardiacs, it sucks down endurance faster than I'd like. But, just because you have a toggle doesn't mean you should run it 24/7. I like having armor toggles on my Ice characters for when its useful (teaming, mainly) and to be able to turn some them off solo. The resistance based toggles are usually the first ones I turn off.

    This build is expensive and trades a lot of proc damage for survivability, but I'd consider it more a "team build." I did this quickly, so there are probably a lot of optimizations that could still be done. Anyway, it has just about capped Ranged defense, perma Hasten, and a 5 second gap on Indom Will (closeable if the recharge proc in Psi Tornado fires enough).

    P.S. I know the Arctic Air slotting is unorthodox. But I've recently converted my opinion. The extra defense is worth the cost of the endurance, because anything that lets you mix it up with enemies more readily increases your inspiration drops. YMMV.


    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    ice storm: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery
    Hero Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(21), BasGaze-Rchg/Hold:30(46), BasGaze-EndRdx/Rchg/Hold:30(50)
    Level 1: Gale -- Acc-I:50(A)
    Level 2: Chilblain -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(5), Decim-Dmg/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(17), Decim-Acc/EndRdx/Rchg:40(43)
    Level 4: Frostbite -- GravAnch-Immob/EndRdx:50(A), GravAnch-Hold%:50(19), GravAnch-Acc/Rchg:50(19), GravAnch-Immob:50(40), GravAnch-Acc/Immob/Rchg:50(43)
    Level 6: Arctic Air -- CoPers-Conf%:50(A), CoPers-Conf:50(7), CoPers-Conf/Rchg:50(7), CoPers-Acc/Conf/Rchg:50(15), CoPers-Conf/EndRdx:50(21), CoPers-Acc/Rchg:50(43)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(9), RechRdx-I:50(9)
    Level 10: Steamy Mist -- RedFtn-Def/Rchg:50(A), RedFtn-Def/EndRdx:50(11), RedFtn-Def/EndRdx/Rchg:50(11), RedFtn-EndRdx/Rchg:50(13), RedFtn-EndRdx:50(13), RedFtn-Def:50(15)
    Level 12: Ice Slick -- RechRdx-I:50(A)
    Level 14: Super Speed -- Zephyr-ResKB:50(A)
    Level 16: Freezing Rain -- RechRdx-I:50(A), LdyGrey-DefDeb/EndRdx:50(17)
    Level 18: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 20: Boxing -- Acc-I:50(A)
    Level 22: Hurricane -- DarkWD-ToHitDeb:50(A), DarkWD-Rchg/EndRdx:50(23), DarkWD-ToHitDeb/EndRdx:50(23), DarkWD-ToHitdeb/Rchg/EndRdx:50(25)
    Level 24: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(25)
    Level 26: Glacier -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(27), UbrkCons-Acc/Rchg:50(27), UbrkCons-EndRdx/Hold:50(29), UbrkCons-Hold:50(29)
    Level 28: Maneuvers -- LkGmblr-Rchg+:50(A), RedFtn-Def/EndRdx:50(36)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def:50(31), RedFtn-EndRdx:50(31), RedFtn-Def/Rchg:50(31), RedFtn-EndRdx/Rchg:50(34), RedFtn-Def/EndRdx/Rchg:50(36)
    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), ExRmnt-EndRdx/Dmg/Rchg:50(34), ExRmnt-+Res(Pets):50(34)
    Level 35: Tornado -- ExRmnt-Dmg/EndRdx:50(A), ExRmnt-EndRdx/Dmg/Rchg:50(36), ExRmnt-Acc/Dmg/Rchg:50(37), ExRmnt-Acc/Rchg:50(37)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(39), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(40), Thundr-Dmg/EndRdx/Rchg:50(40)
    Level 41: Indomitable Will -- LkGmblr-Rchg+:50(A), RechRdx-I:50(42), RechRdx-I:50(42), RechRdx-I:50(42)
    Level 44: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(45), Thundr-Acc/Dmg/Rchg:50(45), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Dmg/EndRdx:50(48), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), Ragnrk-Dmg:50(50), FrcFbk-Rechg%:50(50)
    Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A)
    Level 50: Cardiac Core Boost
    ------------
    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+:40(A), Numna-Regen/Rcvry+:50(37)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(3), P'Shift-EndMod:50(3)

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1390;668;1336;HEX;|
    |78DA6593D96E52511486F766B042A1802D7684D2D2495AB0B4D5DB2676D09A3621A|
    |25EA994D05338095380267AE78D2FE085B436ADC34318F5194C1CE270E32BD8D6E1|
    |FEB858FFA6D09C93C077CEBFFEF5EF7DD6C9DE78B8EC12E2F1A290DEA57CBA5A4D2|
    |D958AB54A299FD72AF68D7456CF38F48C16AAD64A9542871022D82A379DB1B58CD6|
    |BC1F6E2B5FDBD9DE8E251B8DA9E44EA1502AEAC5AC6FAD98D32A5AB1166BDE38132|
    |58A4896356DCBC5B7EB5ABA4C4E373FACEAD95C8D9E3CCDD29656A9E6F472CF4A59|
    |CFC412559D5233A98D74B5A6551EF5D1FE26E85797425D86557CB50811103DDF18D|
    |1EF8CF80FC666CB27C400212E9E9104D5B0C93A6152D876813D86779F1179CED825|
    |AF55D9ADB72D8D840B7780246332C188DC62EC91DDCEF186DD9E66E9DC3DE03EA3E|
    |B01A367135D29C628CDBD035D968E69DEE6F933C850D1A1621D9DB221399D809BE1|
    |72011E465717639FFE3BD5DB7722284C2BB995E4FEC98B6F91CB03497AE0F27EE0C|
    |A4532FBB0AAF0F9395292D4ADFABB31508D0A7EF52DFC6FD0F80E78CFE87BCBB052|
    |6BAF5AA7B757363E4FDF9CB55139A0877E35E3FE15360FAC02D71943378065868F8|
    |206B12D39886D85310C1B55026A4C0154821845108309627623985618B33BA4FF61|
    |2C6F1F3EE6254227C06FE00F63E42FF08F91A5AE51F5DAA3F0856118837D0C5139F|
    |28DABF4F1039ED8C421F00278C9987C05BC667CA2C14CE14DAC5378934BF83667F1|
    |917CD32A7D1AE933489F41FA0CD2A3488F22FD0B75C554576C9EB779F92AB0005C6|
    |1C4E780278CCFD435ABBEFD6C84F734646B3B5F065D22D0528C88A93A6B52E22665|
    |DEA42C9894759392B09D1E6B215971784F4FAEF1CB4955D95E3D6E2952DE948DA33|
    |E7697DFE9C8E43D69291619E2095AEA3C12CB53C6221D89380CC67F5CD0EFE8|
    |-------------------------------------------------------------------|
  19. Quote:
    Originally Posted by _Elektro_ View Post
    ack... ok I guess I'm stuck.

    I like...controlling best. Debuffing... just not my schtick.

    I guess I might not know enough about the other sets. Maybe controlling is not schtick? But I love the holding part of it... rendering a large mob helpless is fun.

    Look into Dominators or perhaps a /Storm Controller. Earth/Storm is an especially popular, but not necessarily "common" build. I actually think Ice/Storm and Fire/Storm could make a very powerful character too, but would be very hard to maintain endurance on until Cardiacs.
  20. I have an Ice/Rad who I played to 50. Anemic damage is a pretty good description of the path to 50. As I was leveling him up, I actually had to resort to doing sewer teams as a level 30-something a few times just because soloing was so slow. The pet does good damage but is very fragile, and Ice Control combines high endurance cost with slow-ish kill speed, causing endurance costs to snowball (heh).

    Ice/Rad (and Ice Control as a whole) has a strange power arc. It is incredibly powerful from about level 10 to 25. But as enemies with mezzes show up with greater and greater frequency as you level up, it becomes increasingly more difficult to use Arctic Air. The worst is the hellish stretch from 30-41, where you have to watch other Controllers rule the battlefield while you're just hoping nothing has a mezz and/or no teammate will use cages. If you take Indomitable Will at 41 (pretty much a required power unless you are Force Field or Sonic Res) life gets better. How much better depends on how close to perma you can make the power.

    All of this said, recent changes to the game have fixed some longstanding issues for Ice Control. Central to these are inherent Stamina and the additional of Cardiac incarnate slots. This allows you to slot more optimally and to take a few extra attack/armor powers.

    Now that he's 50, IOed, and Cardiac'ed, my Ice/Rad is pretty much my favorite character. In fact, the character is practically a Tank. I am the first one in to every battle. And I am currently soloing the Maria arc at +0x8. I did die recently to a pack of level 51 Carnies--I'm still not exactly sure how they got me--but essentially I can charge in against anything and expect to survive. I've tried Malta, Arachnos, Rikti, Circle of Thorns, the various Praetorian groups, Council (lol), and others. I have died a few times, but mainly from things like last night, where I grabbed a glowie next to some Mother Mayhem chics with Indom Will down and they promptly mezzed me to death. None of it is exactly easy, but it is thrilling. And my teammates refer to me sometimes as "the controller tank" which I think is funny, because its how I play: run slightly ahead of them, getting everything flopping and debuffed, so they can charge in after me and blow them away.

    Anyway, I have traditionally been a bit skeptical of Ice Control as a late game build. Not so much anymore. It's not for everyone, but I have a lot of fun with it.

    One specific tip I will give you on soloing Ice/Rad that took a while for me to figure out: once you get your AoE attack, whenever possible, try to fight with Arctic Air up and nothing else. I use Frostbite to keep enemies out of melee range from me, and then hit them with my AoE. The confusion from AA mixed with no additional mezzes will make them knock the crackerjacks out of each other. Works best after you get the Contagious Confusion proc. But to do this you have to get to a point where you can survive being in melee like that. I did it by building for capped Ranged defense.

    Here are a few screenshots of recent action:


    Lady Gray Task Force. I've run it now about 5 times with this character. Rikti simply cannot touch me. Probably one of the easiest groups for this character to handle. (The hardest tend to be Nemesis because of their confusion protection.)




    Seeing if I could survive an AE "ambush farm." (I did, but could only kill with bosses turned off). This one was advertised as "fire damage only" which I actually have no resistance against. On the earliest attempts, I was using Choking Cloud and occasionally Glacier. It was through expermintation I discovered I could survive with just AA, and do a lot more damage due to confused guys hitting each other.




    Another ambush farm. I was trying to see how many enemies can be engaged at a time given Ice's general disregard for target caps. Answer is probably around 20-30. Moving around a little to change which 16 enemies get prioritized by AA (it appears to select them from the center) seems to slightly increase the confusion numbers.



    Versus Archanos. This group surprised me when I came up the stairs. If I remember right, when I first hit Glacier, I was falling slightly off the ledge and it didn't activate. Had to swallow a bunch of inspirations to survive, but in the end, they went down.




    Mothership Raid.




    BattleMaiden's minions. So, so, so easy.

  21. There is a set of circumstances where Ice Control can do a LOT of AoE damage. I'm not sure if it's up to Fire Control levels but it's extremely impressive. Someone recently posted that she is back in love with her Ice/Storm, and I believe it. I know this thread was on a different subject, so I don't want to break away from that; just responding to the comment about set damage. As for the technique for getting Ice Control's damage up, I'm not quite ready to post about it as I'm still looking into the technique, but I will say that Cardiac slotting has turned my Ice trollers around in a lot of ways and opened up slotting options that were previously heavily discouraged.
  22. I'm more concerned about what will happen to the existing lvl 50 Task Forces and missions. I've been doing the ITF and LGTF on my +1, and unfortunately what was previously pretty easy is now so simple that it's kind of boring. The other TFs have exemp mechanics to protect them somewhat from power inflation. I'm curious about what day to day will be like once becoming full on incarnate, since you obviously can't run raids all the time.
  23. I am a soft-core min maxer. I like unusual combos of less popular sets that are still pretty good, but I can't deal with something that's very frustrating. I started off with a list of the combos I thought were potentially good or interesting and ended up listing everything. So I revised to combos that I would probably prefer not to work with.

    Keep in mind that these are just my preferences. I'm not saying you couldn't roll up one of these combos and make a great character, just that they aren't something that appeals to me. Extracting from the list, the specific combos I tend to avoid are:

    Mind/Sonic (no pet to hang debuff ring)
    Fire/Sonic (endurance issues [note: can be settled at 50 with alpha slots])
    Ice/Sonic (endurance issues [note: can be settled at 50 with alpha slots])
    Electric/Storm (knockback breaks chain mechs and patches, rain breaks sleep)
    Electric/Cold (passable, but rain breaks sleep, would prefer different primary)
  24. Quote:
    Originally Posted by Zombie Man View Post
    The purpose of not allowing PA to survive Hami was purposely to make rotating or heavily supported Tankers needed for the Hami Raid. The New Hami Raid was specifically constructed to require a full range of AT rolls and to keep one person with perma-PA from making Tankers useless and Hami agro unimportant.

    Since we've heard from the Devs that no such design strategy went into making the Incarnate Raids, but on the contrary, made so that an unbalanced PuG (thanks to the Turnstile) could still do these Raids, it is very highly unlikely that the PA will be made vulnerable for Incarnate Raids.

    So, quell that nerfaphobia, folks.

    Are PAs immune to sequestration? Because I can actually see how that might kill them. It will kill some Tankers for sure, but I'm not entirely positive how it works.