Oedipus_Tex

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  1. I personally think Numina/Ghost Widow would rock the charts.

    Or Mako/Back Alley
  2. So, I said in the last post that probably wasn't how I'd approach things. I spent a little time on it and came up with something more in line with how I'd do it. It is NOT perfect as I built it in less than an hour. Also note that the assumption on this build is it is specifically an AV specialist and nothing else. The character would not be optimal for fighting his or her way through normal missions.

    FYI I'm unsure if you can pull off that slotting of Hot Feet. It comes down to how much Heat Loss is padding your endurance.

    This build has mezz protection most of the time, is capped to Range, to Psi most of the time, and is capped to Smash/Lethal after eating one normal [EDIT: Oops, medium] purple inspiration. I would bring a bunch, and a bunch of heals as well.

    If there were a way to do it, I'd add Provoke to the build to taunt the AV away from your imps. Sadly there is no room for that.

    Note that this build is alpha slot neutral. You'd want to adjust it based on which slot you use. Both Spiritual and the damage one have advantages for this build. You may even want to switch off between them for each type of fight, using Spiritual for mezz and psi heavy AVs by making Indom Will have better up time.


    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Infrigidate -- Acc-I(A)
    Level 2: Char -- Apoc-Dmg(A), BasGaze-Acc/EndRdx/Rchg/Hold(7), BasGaze-Acc/Hold(9), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(11), Apoc-Dam%(48)
    Level 4: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(21), Enf'dOp-EndRdx/Immob(48), Enf'dOp-Acc/EndRdx(48), Enf'dOp-Immob/Rng(50), Enf'dOp-Acc/Immob/Rchg(50)
    Level 6: Ice Shield -- LkGmblr-Rchg+(A)
    Level 8: Hot Feet -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(17), Armgdn-Dam%(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(39)
    Level 12: Flashfire -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(13), RzDz-Acc/EndRdx(13), RzDz-Stun/Rng(15), RzDz-Acc/Stun/Rchg(19)
    Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(21)
    Level 20: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def(27), RedFtn-EndRdx/Rchg(27), RedFtn-EndRdx(33), RedFtn-Def/EndRdx/Rchg(40)
    Level 22: Tactics -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(29), GSFC-ToHit(29), GSFC-ToHit/Rchg(31)
    Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(46)
    Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37)
    Level 28: Benumb -- RechRdx-I(A), RechRdx-I(33)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(40), HO:Enzym(50)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg(36)
    Level 35: Sleet -- RechRdx-I(A), RechRdx-I(37)
    Level 38: Heat Loss -- P'Shift-Acc/Rchg(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39)
    Level 41: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), LkGmblr-Rchg+(45), RechRdx-I(45)
    Level 47: Mind Over Body -- ResDam-I(A)
    Level 49: Glacial Shield -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)
    ------------
    Set Bonus Totals:
    • 9.5% DamageBuff(Smashing)
    • 9.5% DamageBuff(Lethal)
    • 9.5% DamageBuff(Fire)
    • 9.5% DamageBuff(Cold)
    • 9.5% DamageBuff(Energy)
    • 9.5% DamageBuff(Negative)
    • 9.5% DamageBuff(Toxic)
    • 9.5% DamageBuff(Psionic)
    • 9.563% Defense(Smashing)
    • 9.563% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 21.44% Defense(Energy)
    • 21.44% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.38% Defense(Melee)
    • 24.88% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 29% Enhancement(Accuracy)
    • 88.75% Enhancement(RechargeTime)
    • 3% Enhancement(Immobilize)
    • 5% Enhancement(Stun)
    • 13% FlySpeed
    • 64.86 HP (6.377%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 6.9%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 2.5%
    • MezResist(Terrorized) 2.5%
    • 19% (0.317 End/sec) Recovery
    • 16% (0.679 HP/sec) Regeneration
    • 5.04% Resistance(Fire)
    • 5.04% Resistance(Cold)
    • 1.875% Resistance(Negative)
    • 13% RunSpeed



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  3. Below is a build with Ranged and Slash/Lethal close to soft capped. I didn't finish the build for the reasons below.

    Personally I'm not sure this build is worth it as an AV specialist. I would prefer Ranged defense backed by Slash/Lethal Resistance and Indomitable Will, using a jet pack to hover out of range of the AV, who should be held in place with immobs to keep him or her in range of Hot Feet. Indom Will will also possibly cap you to Psi attacks. Note that my build assumes that you are running Tactics.

    Even with this build I have a strong feeling most AVs are going to shred your pets. Cold Domination offers very poor protection overall. The reason it squeaks by on teams is due to stacked Defenses. With nothing but your shields on them, pets are going to drop at the first hint of an AoE. I actually pulled the extra defense out of your shields because the difference between slotted and unslotted is pretty much not worth the slots.


    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Infrigidate -- Acc-I(A)
    Level 2: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Hold(9), BasGaze-Acc/Rchg(9), BasGaze-Rchg/Hold(11)
    Level 4: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob(7), GravAnch-Acc/Rchg(21), GravAnch-Immob/Rchg(23), GravAnch-Immob/EndRdx(37)
    Level 6: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
    Level 8: Hot Feet -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(15), Armgdn-Acc/Rchg(17), Armgdn-Dmg/EndRdx(17), Armgdn-Dam%(19)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(39)
    Level 12: Flashfire -- Amaze-Stun/Rchg(A), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(13), Amaze-EndRdx/Stun(15), Amaze-ToHitDeb%(19)
    Level 14: Boxing -- Acc-I(A)
    Level 16: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 18: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21)
    Level 20: Arctic Fog -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-Def(27), RedFtn-EndRdx/Rchg(27), RedFtn-EndRdx(33), RedFtn-Def/EndRdx/Rchg(40)
    Level 22: Tactics -- GSFC-Build%(A), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(29), GSFC-ToHit(29), GSFC-ToHit/Rchg(31)
    Level 24: Cinders -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(33), BasGaze-Acc/Rchg(40), BasGaze-Rchg/Hold(46)
    Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(34), RedFtn-EndRdx/Rchg(34), RedFtn-Def/EndRdx/Rchg(37)
    Level 28: Benumb -- RechRdx-I(A), RechRdx-I(33)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(36), Zephyr-ResKB(40), LkGmblr-Def(50)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(34), ExRmnt-Dmg/EndRdx(36), ExRmnt-Acc/Dmg(36)
    Level 35: Sleet -- RechRdx-I(A), RechRdx-I(37)
    Level 38: Heat Loss -- P'Shift-Acc/Rchg(A), Efficacy-Acc/Rchg(39), Efficacy-EndMod/Acc/Rchg(39)
    Level 41: Poisonous Ray -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 44: Scorpion Shield -- RedFtn-Def(A), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-EndRdx(46), RedFtn-EndRdx/Rchg(46)
    Level 47: Summon Tarantula -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
    Level 49: Glacial Shield -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A)
    ------------
    Set Bonus Totals:
    • 14.5% DamageBuff(Smashing)
    • 14.5% DamageBuff(Lethal)
    • 14.5% DamageBuff(Fire)
    • 14.5% DamageBuff(Cold)
    • 14.5% DamageBuff(Energy)
    • 14.5% DamageBuff(Negative)
    • 14.5% DamageBuff(Toxic)
    • 14.5% DamageBuff(Psionic)
    • 4.25% Defense(Smashing)
    • 4.25% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 21.44% Defense(Energy)
    • 21.44% Defense(Negative)
    • 3% Defense(Psionic)
    • 5.5% Defense(Melee)
    • 24.88% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 102.5% Enhancement(RechargeTime)
    • 59% Enhancement(Accuracy)
    • 13% FlySpeed
    • 30.52 HP (3.001%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 11.6%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 5%
    • MezResist(Terrorized) 5%
    • 22.5% (0.376 End/sec) Recovery
    • 40% (1.698 HP/sec) Regeneration
    • 10% Resistance(Smashing)
    • 10% Resistance(Lethal)
    • 21.34% Resistance(Fire)
    • 21.34% Resistance(Cold)
    • 10% Resistance(Energy)
    • 10% Resistance(Negative)
    • 10% Resistance(Toxic)
    • 10% Resistance(Psionic)
    • 13% RunSpeed



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  4. IMO Ice Slick has really never recovered from the nerf-by-proxy it received when Containment was added to the game. But IMO the power that needs a bump is Shiver. I think that if Shiver had a 5 second Immobilize, with no -KB, it would do a TON to make Ice Control more effective for Controllers. If they would then just lower the Recharge time of Arctic Air so you weren't practically forced to take the Psi app at high levels that would do a lot for the set as well.
  5. Quote:
    Originally Posted by Utopia View Post
    Seriously? No one else has ever seen the Statesman lazy eye in the loading screen? Load the game up now and look. It'll haunt you I tell you!

    Yes. But there's something even more disturbing about that screen, and I'm not sure if I'm not the only one this happens to or whether I'm dirty for even noticing. The location of the "confirmation" button on the previous screen mixed with the fact that the cursor turns into a kind of grasping hand frequently has me end up groping Miss Liberty with cupped, blue fingers. The locations just seem to line up perfectly on my monitor. And Statesman is watching with his lazy eye. Ew.
  6. Quote:
    Originally Posted by Razoras View Post
    You're also wrong. Matters of emotion are still matters of logic. It's bizarre that you feel otherwise.

    What's bizarre is taking such a hardline logical stance on a fictional relationship between fictional people in a fictional world who have fictional super powers. You say you are not taking this seriously but that is very hard to tell based on the nature of the language you are using. My apologies for reading the intent of your statements incorrectly.

    Anyway, even if we did apply logic to this super-serious-but-not-super-serious discussion, the only argument that I've seen made in favor of the pairing is that these two characters "could" be in a relationship. The burden is not to prove that they are. It's to prove that they could not be, which is an entirely different situation. Since in a fictional world the characters could be in a relationship at the stroke of a pen any logic folds on itself. It's like arguing about whether Statesman has relatives in Australia. The answer isn't logical, it's "he will if it's convenient to the plot."
  7. Quote:
    Originally Posted by Razoras View Post
    The burden of proof also falls onto the party that makes a claim. Without evidence for the claim that party fails the burden of proof. So if I reject the claim that Faultline and Statesman are in a relationship of some kind, it is NOT my burden to prove they aren't. It is the other party's burden to prove they are.

    You're treading on the edge of another logical fallacy (assuming you're doing more than just waving around your logical fallacy wand), which is Argument from Ignorance: a claim is true if it has not been refuted.

    At the risk of being melodramatic: you have to be freaking kidding me. No one actually thinks these two fictional characters are in a romantic relationship. They just thought it was humorous and interesting as a "what if." The "logical fallacy" here is that people are trying to apply logic to something that is completely emotional and arbitrary.

    Is Stateman interested in men? I have no idea, but there seem to be quite a few people with emotions riding on "never never never." Conflating this emotion with "logic" is the first and biggest mistake. This isn't an argument about logic at all. If someone wants to imagine the character that way it's their perogative. Claiming that it is impossible for the character to proceed that way is, in fact, the much more egregious error, given that "logic" cannot possibly apply to this situation.
  8. I think it's hilarious that we can accept characters who've drank potions, been hit with intergalactic radiation, teleported to alien worlds and experimented on, killed and resurrected, killed and not completely resurrected, and mind ridden by 80 year old hoochies in green celophane armor, who, while they gained the ability to shoot laser beams and withstand being hit by a truck, are absolutely immune to any changes in sexuality. Even when their sexuality has never explicitly been discussed.
  9. More specifically, to me at least, a Min/Maxer is a player unconcerned with concept who makes all decisions based strictly on what appears to offer the greatest competitive in-game advantage. It isn't quite the same thing as simply making a powerful build or character or even avoiding builds or archetypes widely seen as poor. It's more like, if Sandwich Making/Ballerina Armor were an option and offered the biggest numbers, they would play this combo and call others a waste of time.

    Min/Maxers are also notorious for reducing the game down to a simple set of functions (e.g. "whatever can farm quickest is the best," "whatever can beat an AV fastest is the best," "whatever can score high on the Pylon chart is the best") without considering the actual full range of game situations.

    Fire/Kin/Stone is a very good example of a character type that appeals strongly to Min/Maxers. PVP, by its nature, is also a haven for Min/Maxers, many of whom are quite vocal about looking down on other players who do not approach the game that way.
  10. Stalkers definitely do feel shafted. I often wonder why the supposed "assassin" class doesn't even get -regen and -healing in its powers to let it, you know, assassinate the NPCs who really need killing.
  11. Quote:
    Originally Posted by seebs View Post
    This doesn't really apply as much to mind, but I'm curious about why some people seem to like the ST immob and others seem to think it's useless.

    It immobs AVs. Especially useful for soloing them.
  12. Oedipus_Tex

    More more more

    Quoting from the costume redesign thread:

    Quote:
    Originally Posted by Thirty-Seven View Post
    The cardinal rule of costumes: when in doubt, add the Clockwork Chest!!

    Whoever designed that particular costume piece deserves to earn royalties every time someone uses it. Devs, this is my unsubtle way of saying keep making pieces like this one. While all of the chest detail pieces are good, this one really stands out for its versatility. Who's with me? (And Thirty-Seven, whose post I've hijacked).
  13. Fire/Force Field Controller. (You said you wanted melee...)
  14. I have only been kicked from a team one time in two years. For not joining someone's super group. Virtue has always been kind to me.
  15. It can't. The rule of thumb is powers in secondaries don't offer Controller special abilities (overpower or containment in cases like Lightning Storm or Repulsion Bomb). Altho Controllers do still get better mezz duration values from these powers.
  16. I believe it lowers the ability to cast heals but not receive them.
  17. Defender versions of powers would have higher knockback chance, not bigger knockback mag.

    Knockback would be stackable. If you hit something and it doesn't fall, the kb effect would stay on them anyway for the duration of the kb animation. Casting the same power over and over would not count; you would be rewarded for having multiple powers that kb. The effect remains even if the enemy is eventually flung, allowing you to eventually corner an protected enemy with kb the way you can a boss by stacking holds.

    Force Bolt and Power Push would grant -KB Resistance for 5 seconds. Hitting something several times in succession would fling it further each time (in that situation it somehow stayed in range for the first few shots) or help you overcome an enemy with large resistance.

    Force Bolt (and Sonic Siphon, and Wormhole) would have -Intangible, allowing you to force enemies out of Intangibility, whether it was you who put them there or they who tried to hide. This would require streamlining of Intang and Untouchable and so on into one firm and established category. Powers that would be affected are the enemy version of Personal Force Field, Carnie Illusionist Phasing, Dimension Shift, Black Hole, Sonic Cage, Detention Field, Phase Shift.

    Knockback or Repel used on an illusionary creature would have a chance to reveal it for what it is and dismiss it. This advantage would only apply to player character versions of powers.

    Suffering a kb while a power is animating prevents you from using that power again for the a duration equal to one half the kb mag you suffered, even if it is recharged.
  18. Quote:
    Originally Posted by Curveball View Post
    So... if someone has an attack that does 10% smashing and 90% energy, but my highest defence is smashing, then that is the defence used against the entire attack? That's interesting. Most melee attacks (not all, but most) have some element of smashing or lethal to it, so I guess that's why everyone says s/l defence is the best bet for close combat defence?

    The tags are actually independant of the damage done. An attack that does 10% Smashing and 90% Energy damage is probably tagged with Smash and Energy tags, but may not be. If it is tagged that way, though, then yes, you would use just your Smashing defense against that attack.

    Also, some powers that do no damage are tagged purely for positional, others a combo of positional and elemental. It just depends on how the developers marked up the attack. While most powers are pretty predictable, major outliers I know of are:

    - Mind and Illusion Control (no Ranged or AoE tags)
    - Many melee PBAoEs (tagged Melee, not AoE)
    - Arctic Air (autohit, chance for confusion is completely random)
    - Heat Loss (despite having a ToHit roll, Red Tomax lists no attack types for the psuedo-pet summoned by this power... I'm actually unsure what that means for this power and may have to go test it in game)

    To actually answer your question tho, yes, soft capping to Slash and Lethal is a popular method of protection for melee characters and some ranged characters. It's a harder call on a character with no mezz protection. The tags for pure mezz powers vary wildly. A few of them have Smash/Lethal tags but Ranged is probably more common. And of course for Rikti and other Mind Controller derrivatives its Psi defense or bust.
  19. To expand a little, the basic way to think about it is enemies that are the same level as you have a base 50% chance to hit you. The best chances you can possibly get to dodge an attack are 95%. Therefor if you have a score of 45% (because 50 + 45 = 95) in any category you are "soft capped" to attacks that carry that tag. It turns out this holds true for enemies all the way to +4 levels above you.

    It is called the "soft cap" because it is possible to have more than 45% (the "hard" cap is much higher). However that extra defense doesn't benefit you except to help prevent defense debuffs or to aid against enemies with above normal accuracy.

    The reason you've heard it's a good idea to soft cap (and it is) is because of the weird behavior of the math. If an enemy has a 95% chance to hit you, that's 1/20. If it has a 90% chance to hit you, that's 2/20, which is 1/10, which means you get hit twice as often! The last 5% of defense is worth almost as much as everything leading up to it. (FYI this is considered a major design flaw by most people, but its one you should still keep in mind). While adding extra defense to your build is always a good idea, missing the soft cap by more than about 1% short changes you. This is part of why people always try so hard to hit that number specificlly.

    As was stated previously, you always use your best defense against an attack. The system decides which defenses you can use by looking at the "tags' applied to the power. A tag is just a kind of label that categorizes the attack for combat system purposes.

    Informally, there are two categories of tags. The "Positional" tags are Melee, Ranged, and AoE. The "Elemental" tags are Smashing, Lethal, Cold, Fire, Energy, Negative, and Psi. Most powers have at least one Positional tag and one or more Elemental one. For example, most Ice Blast powers are tagged as Ranged, Cold, Smashing. When these powers are cast at you, you use whichever defense you have that is highest, and the rest are ignored for that attack roll.

    Note that the tags applied to a power are not always obvious. For example, powers in the Mind Control set are tagged for Psi but not Ranged. This means Ranged defense doesn't help you dodge them. The tags applied to a power does not show in game or in Mids hero designer. The only place I know to find them is on the Red Tomax Power Quantification site: http://tomax.cohtitan.com/data/powers/

    The tags are listed in the "Attack types" box under the itemized breakdown of each power. If the power summons a pet or psuedo-pet to do the damage, make sure to follow the link to the pet and find the actual power the pet is casting. Sometimes various powers the pet uses all have different tags.

    Also note that despite the existence of Toxic Resistanc, there is no Toxic Defense.
  20. I've had great fun with the Ragnarok: Chance for Knockdown proc slotted here. I think it's a 20% chance for knockdown. Anything Terrify knocks over is unable to shoot back or run like it normally could.
  21. Quote:
    Originally Posted by Lycanus View Post
    No, what, I'm saying is that they don't need a new mechanic.

    Place defense and resistance into the same power. That's a partial dodge mechanic. Which is why I said partial dodge mechanics would look a lot like a Shield Defense user

    For instance, placing one power with about 20% defense and 20% resistance

    Unless I misunderstand what you are saying, layered Resistance and Defense is not the same as a partial dodge. A character with 20% Resistance resists exactly 20% damage every time he or she gets hit, with no connection between damage and how badly the Defense roll was failed.

    Don't get me wrong I'm not saying someone needs to build this new mechanic. At least I am not advocating any specific course of action for this game. I'm just saying that talk of balancing buffs or debuffs or anything else is unlikely to come to much when defense mechanics on the player's side of the coin ultimately boil down to Save Versus Death Ray.
  22. Quote:
    Originally Posted by Lycanus View Post
    correct the mathematical formula might be a bit different, but essentially you have defense (which prevents an attack entirely) and resistance (which reduces damage)

    a partial dodging mechanic is just one connected to the other.

    Yes but Defense and Resistance are already connected to each other. The only difference in a partial dodge system is the only outcome from Defense is not 0% or 100%. Since you still have the ability to completely avoid an attack and hence any secondary effects, its not just another form of Resistance. That is unless we want to argue that Defense as it exists today is really just a form of Resistance that always resists exactly 0 or 100% damage and any attached effects.
  23. Quote:
    Originally Posted by Lycanus View Post
    agreed, but mechanically, it's still another name for resistance.
    In the same way that "subtraction" and "division" are just another name for resistance I suppose.
  24. Quote:
    Originally Posted by Lycanus View Post
    SRs get partial dodge in the form of increasing resistances as their health drops. Which is all a partial dodge is, really, resistance themed as avoiding most of the blow.

    That doesn't work quite the same way. That's an example of resistance increasing as the character gets hit. I'm talking about a system where near misses and close hits are no longer an all or nothing chance to take or dodge damage, and the amount of damage received is directly based on the contest between attacker and target. Essentially, the ability to dodge 50% of an attack instead of 0 or 100% of it. The major difference between such a system and the mechanics in SR are that in this system increasing your accuracy directly increases your damage output even if you are at the "cap." In fact its designed to smudge the cap out and make it viable to have characters at or below the defense "soft cap" who still benefit, essentially smearing out the current "ideal" target value.

    Specifically, what the intent of that sort of system is is to cut the combat mechs some slack. It's not surprising that the developers have trouble balancing encounters when every major boss has to be loaded with powers that can one or two shot a player but is operating on the assumption that most of those shots will miss. Allowing them to hit, but only partially, eases the burden of the soft cap and the impossible challenge of creating balanced high level encounters.