SBeaudway

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  1. Well to be fair I was only referencing area of effect. That whole area of a circle math thing. FSC wins that by being a bit more than 50% better than Spin. It's recharge is not a factor if the team kills the spawn before you can get it (or Spin) off a second time. So as I said, Spin for soloing, FSC for teaming is my suggestion. But we all agree FSC looks cooler!

    Oh and who even considers taking Breath of Fire?
  2. Quote:
    Originally Posted by tarrantm View Post
    - Claws cuz it does more damage than FSC with Follow Ups. The 2' difference with FSC is negligible. Now if the difference were 15' like Footstomp or Tremor it would be a tougher decision.
    I wouldn't call ~50% difference in area negligible but if you're mostly soloing, I'd go Spin/Claws. Mostly teaming, I'd take FSC/Fire for AOE. Clearly, Fire looks better which, as we know, is the most important consideration.
  3. I'd prefer all ATs get all powersets of the appropriate type eventually. I don't see what ATs have to limit power choices. Stalkers are unique compared to scrapper/brute/tanks so some changes have to be made for Hide, Placate and Assassin Strike but not so much for anyone else.

    Doms and Controllers should share all control sets. All Buff/Debuff sets should be shared to all ATs with Buff/Debuff.

    It's been 6 years. More variety is the best hope for survival. I don't expect this level of proliferation to happen quickly, I'd just like to see it happen at some point. A few per Issue would be nice.
  4. I don't play Villain side anymore but on Hero side I see a lot of controllers on high level Task Forces. I have no idea if Villain side has a similar number of Dominators but it seems to me that heavy control teams on Hero side would reduce a heroic Brute's fury generation.

    Just a thought on the whole Brute/Tanker discussion. If course control heavy teams make Tankers sort off extraneous too...
  5. Quote:
    Originally Posted by kakawait View Post
    Thank you SBeaudway I greatly inspired by your build
    Oh stop. It will make me an ego maniac.

    I like a lvl 50 Acc/Recharge/Hold instead of the Basilisk End/Recharge/Hold in EM Pulse and Cinders, but that's me. I'm not sure the +5% status resist does much.

    I still prefer the 4 slot Expedient Reinforcement set for the Imps for the +recharge and add a Souldbound Acc/Dam/Recharge and possibly the build up proc. I think the +resist and +defense auras are over-rated unless you have other +resist/+defense shields to stack with them.

    I only suggest a Basilisk set in Choking Cloud if you must have the +recharge bonus. A better frankenslot is Hammi Acc/Mez, Unbreakable Constraint End/Hold, Unbreakable Constraint damage proc, Lockdown hold proc, Lockdown Acc/End/Recharge/Hold, Ghost End/Hold.

    At any rate. If you can afford it. It will be awesome, and I find, the most fun all around CoH character I have played. Even SO'ed it was great!
  6. Similar to my Fire/Rad/Psi build (which I attached).

    Comments:
    I'd use Sprint, with a +Fly if you fly over Hurdle.

    I am also considering that Hot Feet slotting. The end cost might be a bit high.

    You can use a Perf Shifter +End Mod and +End Mod/Acc (instead of the the 2 generics) to get capped end mod and some set bonuses.

    I feel Choking Cloud ought to have capped (red) Hold and some accuracy. I'd drop a proc for the Hammi Acc/Mez.

    I like the 4 set Expedient Reinforcement in the Imps for the recharge.

    I like to 6 slot Psi Tornado. Either a Recharge, Recharge/End or End depending on the set you're using and end issues.

    Regardless, you'll have a blast. Enjoy!

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  7. Two ?/Traps Corruptors could be a lot of fun. You could soft cap defenses, have mostly mez protection, have some great debuffs. I would like to try two, say, fire/traps corruptors in a duo at least. More intersting, I think, than a melee pair or melee/support.

    But as you said, fun matters more than effectiveness. Thousands of powerset combos is what makes this game great.
  8. While I won't argue that Fire control has more control than Ice control, I will argue that it has enough, even on big teams. I have never felt on my Fire/Rad, that with flashfire, firecages, char, cinders, em pulse, choking cloud and bonfire, that I did not have enough control. I'd rather have hot feet and the imps at that point, solo or teamed, for the better damage.

    But, as all powerset questions in CoH, play what you like most. You are always better off doing that, than playing what someone else considers to be "better".
  9. My fire/kin does have Flashfire. I usually open with it though it is not needed when farming. I'm not in that much of a hurry solo. I'd always take it, even on a farmer. I also have ring of fire but just for the set bonus. I don't have cinders.

    I use a fire/rad when I want a "real" all purpose controller. The fire/kin is for farming, ITF, and when extra controls aren't needed but more damage is.
  10. Some -to hit debuffs are unresisted by AVs. Which makes the neighboring thread mentioning /TA pretty funny.

    In general I agree, -damage, -resistance and -regen are always useful vs AVs.
  11. Quote:
    Originally Posted by Frosticus View Post
    /kin/stone is nice because you don't need to bother grinding any accolades thx to perma dullpain.
    It IS nice, but I prefer it for the + smash/lethal defense shield in order to soft cap and thus not even bother with perma "dull pain". I've even gotten over the look of the shield by now.
  12. Quote:
    Originally Posted by UnicyclePeon View Post
    Ghost Widow End/Hold (50)
    Ghost Widow Acc/End (50)
    Lockdown Acc/End/Rech/Hold (50)
    Lockdown +2 Mag
    Unbreakable Constraint End/Hold (50)
    Hami-O Endoplasm Acc/Mez (50)
    I like to swap the Ghost Widow Acc/End for the Unbreakable Constraint 33% damage proc. I have enough global accuracy and end recovery to get by and the proc can hit quite a few over time. Plus the +4% end recovery bonus is nice.
  13. I think both Hot Feet and Choking Cloud play to Fire/Rad's strengths of being in the middle of the fight. RI, accuracy slotting and global accuracy will make Choking Cloud hit (when it procs) and AM takes care of the end costs. If I was skipping both Hot Feet and Choking Cloud, I'd not even bother making a Fire/Rad. Otherwise Local Man is my goto build help guy.
  14. Quote:
    Originally Posted by Werner View Post
    Edit: OK, that was unwarranted. Sorry. I don't think Shield Defense survivability is anything special. I'd call it around average, and you were just saying "less survivable" not "squishy". I'm not sure I agree that it's less survivable than the secondaries mentioned, but it's certainly arguable. Either way, though, properly built, even on the cheap, Shield Defense has plenty of survivability for most purposes.
    I don't think /Shield Defense is squishy by any means, I just find it easier to level up with those other powersets. Shield Charge, while awesome, comes late in the build. At 50, with those other defensive powers slotted and the +3% defense IO, it is really great. Just not so much, IMHO, getting there. Which is the balance point I think.

    /SR which is similar, is easier to soft cap sooner and with much better defense debuff resistance. At 50, of course, those advantages are mitigated by IO slotting of /SD and /SR is left with +recharge and +move, which most people don't value as much. But there was all that playtime getting to 50 where /SR was better.

    Most forumites don't seem to factor in leveling up when considering powersets. I don't know if the Devs do.
  15. Quote:
    Originally Posted by Nihilii View Post
    [Insert standard Nihilii reply about Shield on SOs being stronger than other secondaries in his experience here]
    Well, I do think it's more offensive, but it's less survivable with SOs. At least compared to SR, Dark, Regen, Invuln or Ice which I have some experience with. So, I guess, stronger is relative to me. Esp. when leveling up.
  16. Quote:
    Originally Posted by Dispari View Post
    I don't think I've spent even 1 billion on any of my toons. Even my fully IOed out widow probably wasn't that much. Other than her, I have an IOed out Elec/Invuln Brute who was pretty cheap, and two Shield toons who do fine without even needing to be soft-capped (they each have around 30% DEF), who I didn't spend much on. I guess I also have IO scraps on my Necro/Dark MM, but I'd be surprised if I even spent 100m on her.

    The rest of my 26 toons just use standard IOs with a random IO scrap here or there.
    Well, I'm closer to you too. I have one crazy fire/rad IOed controller then a couple 100-200 million characters and everyone else is SOs and frankenslot IOs.

    My point is most people, I think, spend that or far less, but the forums are dominated by the "min/max, played the game 6 years, squeeze every last ounce of awesome out of my character" player and I feel that the backlash (this week) on /Shield Defense is driven by what they can do with that powerset in optimized conditions, such as pylon fighting.

    The average CoH player will not see that level of performance and not do those activities. I'd rather have the game balanced around the average player than the extreme player.

    Want to solo pylons with a 10 billion influence build? Knock yourself out. But don't nerf sets so that they negatively affect SO builds who are not defense soft capped, saturating AAO, max global recharge builds.

    Obviously bug fixes are different. Just make sure the fix is in response to a coding error and not just appease the forumites.
  17. Quote:
    Originally Posted by Frosticus View Post
    Castle has already commented specifically on AAO. He doesn't feel an 81.3% persistent damage buff is "very large".

    Taking a look it appears to be the second largest perma damage buff available in the game behind fulcrum shift on just SO's.
    So it's not as good as Fulcrum Shift, only affects you, and is in a primary damage dealers AT (though in it's secondary). And yet, after all these years, even old SOed Fulcrum Shift in Support/Control AT is still working as intended... AAO also has the added bonus of a taunt aura for the pre-high defenses death sentence. Yes, AAO is awesome on an expensive, level 50, defense capped character, I just don't think that is the balance standard this game was all about. But maybe I'm wrong with every build posted on the forums now running 10+ billion inf...
  18. Quote:
    Originally Posted by JuliusSeizure View Post
    This game has several problems that differentiate it from other MMOs. First, the targeting geometry for most attacks is far too large. Second, the target caps are still too high relative to the tier in which they are recieved. Third, the recharge on AoE attacks is too low across the board and there is no cross-skill cooldown for AoEs.

    A skill like Rain of Fire is many other MMOs would have more than a 1 minute cooldown, and would often lock out other AoE skills for an extended period once it was clicked. This doesn't happen in CoH, and players can throw a chain of RoF-Fireball-Fire Breath in 6 seconds and pretty much decimate a spawn.
    The points you make are why I, and many others, play this MMO and not one of the others. If I want to single mob pull and fight things by ones and twos, I'll go play those games. In this game I can fight piles of minions, several LTs, and a couple Bosses all at once. That's always what the game has been, that's why I'm here. It does make me feel more superheroic than the other MMO model.
  19. Quote:
    Originally Posted by TrueMetal View Post
    Wisest person in the thread.
    That being said, it is a bit curious that this mistake is only discovered now. Shield charge has been rediculously powerfull (imo, but seriously how can you disagree?) since forever and people have been commenting on it at least as long. .
    You can disagree as the "ridiculously powerful" comes from massive, expensive, IO slotting, soft capped defenses, saturated AAO (and saturated Soul Drain if we're adding Dark Melee in) . Since most CoH players will not see that level of performance, I think it's unwise to use it as a balance point. If Shield Charge is bugged and is not working as intended, that's a different issue. But Shield Defense with SOs is certainly not ridiculously powerful compared to the other defense sets as a whole. Or at least not more ridiculously powerful than other builds, even other SO builds. We all know what the hero side farmer build is and it's not even in a primary damage dealing AT...
  20. THere are many ways to get Invisiblity or Stealth (which is for PvE effectively the same thing just various levels of Stealth). It'd be better to tell us what sort of powers you want to have other than stealth/invis for a suggestion. I'd guess you want no pets, so that rules out Masterminds and makes Controllers and Dominators (other than Mind) less effective. It also rules out some other pet type powers in other sets.

    But there are so many ways to get stealth/invis in CoH, that's the easy part. To name a few:
    Illusion's invis & group invis, Stealth pool, stealth IO, super speed, Stalker's hide, /Devices' stealth, /Dark Miasma's shadowfall all come to mind.
  21. Perma (or nearly) Indom Will is really nice. I also like Psi Tornado as a large AOE attack. I do like the Fire epic for thematic purposes and Stone has great utility with a defense shield, AOE with a chance to stun and a great melee attack (though I despise the look of the Stone shield). All three are very good options.
  22. SBeaudway

    Grav farmer

    Quote:
    Originally Posted by Frosticus View Post
    (notable exception goes the the storm and cold power freezingrain/sleet for which grav is awesome).
    That may be it too. My Gravity controller is a Grav/Storm. Freezing rain, Thunderclap and a Immob without -KB is so awesome. Plus all the other Stormy goodness...
  23. SBeaudway

    Grav farmer

    I suppose I should have specified, but I meant good single target damage for a controller. Lift and Propel (plus the usual Immob and Hold) give Gravity a good attack chain early. For a controller. Certainly better than Fire, Ice, Earth or Plant. On teams with damage dealers, it's irrelevant, as is controller damage in general. I never found Gravity's overall control to be lacking. You have some variation of typical Controller controls plus the most controlling pet. Wormholing the next group in to the current one is a nice trick, if you are in range and if you don't mind or can deal with the scatter. The other controller AOE stuns are easier to use I think in a fast team and have a larger AOE though.

    Regardless, RE: the OP's question. Gravity controllers are piss poor farmers.
  24. Mostly those people are soft capping smash/lethal defense on their fire/kins for farming or just because they can. You can take the fighting pool and still have a decent teaming controller, but you will have to sacrifice some control options to do so.

    My fire/kin has the fighting pool, my fire/rad does not. My fire/kin is a damage dealer/damage enabler primarily, my fire/rad is a controller primarily. I much prefer teaming with the fire/rad.
  25. SBeaudway

    Grav farmer

    Quote:
    Originally Posted by Frosticus View Post
    You heard wrong. Grav is terrible at pretty much everything relative to other control sets.
    I wouldn't go that far. Gravity does good single target damage and has plenty of control. It's AOE damage sucks, which is what you want for farming. It isn't great on fast moving teams either. Wormhole doesn't pay well with other controller's controls and Gravity's Propel animation is too slow for damage heavy teams. I like Gravity solo or on small teams esp. when it's the only controller.