Phantom_Fury

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  1. Nemu,

    I wouldn't' use either of those builds for one simple reason...

    Y U Haz Petz?!

    :-)
  2. Quote:
    Originally Posted by filcher View Post
    Dark! The debuffs are awesome and it gives you a very good self heal. Fearsome Stare/Tar Patch/Fire Ball/Fire Breath is your friend.
    Seconded. And don't forget Fluffy. Most times I just let him do all the healing and focus on melting everything in sight.
  3. Quote:
    Originally Posted by Lord_Saigon View Post
    I just dont find two powers iceslick/liquefy out of a whole set constitutes as synergy with the whole set...yes iceslick and liquefy are great together but when mentioning the values are similar to some rad powers, you have to take the whole rad set into account then the whole sonic set into account. There's not really much of a comparision on that one.

    You'd get more bang for you buck on a

    Ice/Rad
    Ice/Cold

    Maybe even a ice/storm than Ice/Sonic. Then those resist shields look pretty, but to me they are only useful with toons who have the ability to heal themselves for great gain, have good defense or resistance on their own, mainly melee toons. All they do for squishies is up your face plant seconds for example from 20 secs to 25secs lol.

    Sonic has literally 3 good powers throughout the whole set. Which to me doesnt justify taking it over anything else except for the sake of being unique.
    You may want to actually read my post before you comment. My reply about ice slick and liquefy were not about the synergy between those powers, but stating that sonic has debuffs such as -RES/-ToHit/etc and ice is more than just slows as was stated in a previous post. Nor did I ever say anything about the entire /sonic set compared to the /rad set. You made a comment stating that the -RES powers in sonic were not that good, when in fact, you can get twice the -RES than with /rad.

    As far as sonic shields go, you can give someone (other than yourself) about 40% resistance to everything but psi - that's pretty significant - especially when combined with ice that can mitigate quite a bit of incoming damage. It's only 17% Resist for yourself, but when stacked with your own pool armor, that's up to around 60%.

    As far as sonic having 3 good powers, you obviously haven't actually played the set. Of the 9 powers, Sonic Siphon, Sonic Barrier, Sonic Haven, Disruption Field, Sonic Dispersion and Liquefy are all excellent. That leaves one pretty useless power (Sonic Cage), one mostly unnecessary power (Clarity) and one situational power (Sonic Repulsion). I'm not saying Sonic is better than Rad or Kin, it's a very different playstyle that lends itself more to teaming, just like Empathy, but has enough tools to be great on its own.
  4. Quote:
    Originally Posted by Local_Man View Post
    Because Ice does such low damage, the damage increase is not significant. And Ice/Sonic will have no ToHit Debuff and not much in terms of defensive powers or protection. Compare it to, say, Ice/Storm with Hurricane for ToHitDebuff/protection, Freezing Rain for debuffs and control, Tornado and Lightning Storm for more damage. Or Ice/Rad, with Choking Cloud and EM Pulse for control, Radiation Infection for ToHit Debuff.

    Since Ice Control's strength is AoE Slow and -Recharge, you are going to get some aggro unless you rely upon a good tank or other teammate to grab the aggro first. It is going to be a tough character to level -- will need a lot of team strategy.
    Actually, Sonic has -ToHit debuff in Liquefy. While it has a long recharge, with hasten and some slotting, it's up quite a bit. In addition, Ice's main control is Ice Slick, which is easily "perma-able" for knockdown. It's really not that hard to play in a team or solo. The hardest part is to keep other controllers from dropping their immobilizes on top of the slick. I found this especially true with Fire Controllers, who are used to spamming cages.

    Quote:
    Originally Posted by Lord_Saigon View Post
    If those -res powers were as good as you probably think it is, dont you think more people would roll a */sonic?
    Actually, Sonic's -RES powers (Sonic Siphon and Sonic Disruption) are the same values as Enervating Field from Radiation Emission. Siphon is single-target, and Disruption is AoE around a friendly target.

    I think Sonic got a bad rap back when it was causing seizures and later headaches from the graphics. It's also not as flashy as /Rad or /Kin, so it tends to be in the minority.

    OP:

    I actually did level an Ice/Sonic to 50, and yes the End Usage is crazy. The damage isn't bad once you get Jack, though. He's definitely not as sturdy as Stoney, but with Sonic Barrier, Haven and Dispersion on him, he's pretty damn tough. Plus, now that he melees most of the time, Disruption definitely ups his damage. I haven't touched this character in over a year, probably more like 2, so things may have changed since then... I played mine mostly in teams, and it was a lot of fun.

    Lobster's build is pretty good, there are a couple of changes that I'd recommend.

    1. Get Hasten - it will help with recharge on everything - especially your long recharge powers like glacier and liquefy

    2. Frostbite is an iffy power. While it's great at setting up containment (one of only 2 options for aoe containment), it totally negates the function of ice slick, which is your bread and butter control. Not to mention, spamming frostbite will drain your end like crazy.

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

    4. If you're running solo mostly, the medicine pool may not be a bad idea. That way you can patch Jack up if needed, and yourself too.

    5. Liquefy is awesome. -ToHit, -Def, and Knockdown Get it, slot it, use it.

    Definitely slot heavily for EndRdx, and if you're going with sets, look for +Recovery bonuses - they will help a lot. And I would strongly recommend the Cardiac Alpha.

    If you have any specific questions, feel free to PM me.

    -Phantom
  5. Quote:
    Originally Posted by devast8tor View Post
    Definately interested, but I don't currently have anything high enough to meet the minimum. Anyone wanna help?
    I'm usually on in the evenings as well. Ping me if you see me on @Phantom Fury or @Phantom Fury 3, and I'll give you a hand as well. What level are you now?

    Oh, and I'll do my best to be around to run the Trial with you guys.
  6. For being one of the nominees for the "Best Hero Story" category of the First Annual Architect Awards!!!!!

    <shameful plug> Having done your AE arc (Teen Phalanx Forever! - 67335), I have to say it was tons of fun. </shameful plug>

    Good Luck at Hero-Con!!
  7. Quote:
    Originally Posted by Laevateinn View Post
    Thanks. You answered a lot of things that i wanted to ask, but didn't get across so clearly, I think.



    I'm not unhappy with the character; on the contrary, I've had her for a very long time and still enjoy her. It's a matter of illusion being more appealing rather than Mind being unappealing. It think Ill/ would perform better against enemies with mez protection (AE customs, mostly), solo better, be a lot more survivable and output a lot more damage. And if it can do all that with comparable control, I may be tempted to switch.



    I expect to be picking off things with holds and confuses even with PA around, but a primary that is less dependent on having my full attention would be nice, yes.
    It's a tough choice. Both are strong primaries, in different ways. Ill/ will definitely solo faster and play "safer" (thanks to PA), but if you're aiming at soloing mainly, I think there are better secondaries than Emp. Rad, Thermal and Storm come to mind.

    If you're planning to team a lot, a Mind/Emp is fantastic. I love playing mine on large teams. You have an arsenal of controls at hand, and you have great buffs to pass out. Does it do as much damage as Ill/? No, but frankly, on a team, your damage output will pale next to a blaster or scrapper. The constant activity of the build is what actually attracts me to it - it makes playing a kin feel like slow motion sometimes.
  8. The debate in this thread has been going on since the days when these ATs were created. Back then, they were truly horrific to play solo, and even in teams you needed a ton of help to keep your endurance from bottoming out. Since then, there have been many, many improvements to them, and while I haven't played my PB in ages, I still play my WS pretty often. I went tri-form until I got SO's and then dropped Nova and haven't looked back.

    Tri-form, Bi-form, Human-only, they're all viable options. They function differently solo and in teams. You are by no means "gimping" yourself by choosing one over another; base it on how you like to play. Do they dish out as much ST damage as a blaster? Probably not. Are they more resilient? Absolutely. PB's have an advantage solo, since they don't rely on large numbers of opponents to buff themselves, but with some creativity, a WS can do very well.

    And for those that say that HEATs are useless solo, I have to laugh. CoH/CoV is designed to allow ANY AT to solo at a decent pace. Short of a TF or Trial, there is nothing in this game that requires you to team. If you want to experience slow soloing, make any build that has Empathy, FF, Sonic Res in it. For even more fun, pair one of those with Ice Control, Earth Control or even Fire Control. Pre-level 32, it's very slow going, but there are many ways around that - just as there are with HEATs.

    Then we come to the age-old gripe about not having mez protection. Well, you do - it's called dwarf form. Yes, you don't do as much damage, but frankly, it's nothing to laugh at. Three of the five hero ATs have no inherent mez protection, so do what you're forced to do with them when fighting mezzing enemies - carry Break Free's.

    HEATs mature later than the other "damage-class" ATs. Combine that with the huge number of build options, and things can get very frustrating. Unlike other builds, it's not as easy as coming to the forums and copying the latest min/max build. It will take some tweaking to get a build that fits your play style and your needs - and for some, it never will. Personally, I enjoy them. Far more than I enjoy scrappers, and even blasters - which I find very boring to play.

    To the OP: Stick with it until 35 if you can. At that point you'll have a bunch of powers to work with, and some slots as well. It'll be a whole different game at that point. Copy over to test, and play with some different builds to see what works for you.
  9. Phantom_Fury

    MoSTF

    I'll be on around 1 PM in case you need more - I can bring PF (Ill/Rad w/recall) or whatever you need.
  10. Phantom_Fury

    MoSTF

    EI, if you still need people to do this with you, I'm game. I can probably even stay awake for a 2 am run on Saturday. I already have the badge on PF, but can bring him or anything else that you need. Just let me know Thursday or Friday so I can get my "old person" nap in Friday evening if needed.