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Whenever someone specifically asks to not receive a buff, I make it a point to keep that buff on them all the time.
You want to RP your costume? don't team with people you don't know. No one is going to be admiring your costume but yourself during combat anyway.
Your system can't handle it? don't team period or adjust your graphic settings to make it bearable or here is an idea upgrade you memory or graphics card to something that isn't 5 or 6 years old.
Ignorant of it's benefits? Thank you for proving that you need the buff to even hope to function on the team. -
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The real problem with Cold is the graphical effects, same with Cold Armour. I can't even begin to imagine the pain of spending my entire exsistance with 7 snowmen.
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Its awesome. Its like having your own frosty the ice golem army.
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Unless you're the defender creating the golems, the graphical effects get really annoying. That's my point of view, but I suspect it's shared by others. I don't go through all the effort in the costume generator so the results can be obliterated by someone's overbearing ice shields. And it gets difficult to keep track of who's who on the team when they all look the same.
Don't get me wrong, I love the defense the shields give, but the fx suck.
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How is this different from storm defender using hurricane or a sonic defender making everything boom orange or a FFer making everyone look like hamsters in rolly balls? -
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Ok, so maybe I'm comparing it too much to Fulcrum Shift (I play a number of Kineticists).
Any suggestions on slotting?
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3 recharge / 1-2 endmod / 0-1 accuracy
Accuracy and Endmod depends on your other slotting and power choices, so adjust as necessary. -
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The powers in FF need some thought. For the powers that you listed, you don't keep on using them except for repulsion bomb.
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So you admit the FF set is a twiddle your thumbs set in between shielding and repulsion bombs.
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To be fair, powers like detention field and force bubble need the game to present a situation that necessitates the use of such powers.
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A power's use relying on the situation makes the power inferior to those powers that are useful anytime.
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With the game biased towards killing faster and aggressive in nature, it's not a surprise that players think these powers are useless in general.
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I think you're missing the point. If the team is softcapped for Defense, they will NEVER need a powers like Detention Field, Repulsion Field, Force Bolt, and Force Bubble.
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(for example, there are few contents in this game that ask you to defend a room or an entrance against enemy assault, the assault has to be massive enough that killing them faster won't be sufficient.)
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Snow Storm + Sleet > Force Bubble in that situation. Also killing stuff faster AND slowing them reduces the overall Damage attempts dealt by foes over time significantly.
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In my opinion, the powers in cold are easier to use because you just use them whenever they are recharged. They are useful in a generic situation. Once you are familiar with the set, you just throw your powers out to every mob group.
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Sounds like you don't really understand how to properly use powers like Heat Loss, Infrigidate, Benumb, and Sleet or how to maximize an enemy toggle debuff like Snow Storm. For example, no experienced Cold ever tosses a benumb on anything lower than a boss unless that enemy has a VERY specific ability or abilities you are trying to -Special debuff. -
If you don't find it very useful then you have zero endurance problems, which means you've sacrificed quite a bit in damage/accuracy/recharge/etc. in enhancement slots to make it work. Also Power Boost only would effect the +End portion not the +Recovery.
It's the strongest +End and +Recovery power in the game by the way. -
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I am just returning to the game after being gone for quite a while. I am wondering, is Cold a rare primary choice for defenders? My main is a Sonic/Electric Def, but I've played TA, Storm, and Rad to high levels as well.
I am looking to create a new defender, but I don't want to be a fotm.
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The reason Cold Defenders are not common is probably due to the fact that they can protect from cold but are totally vulnerable to it.
It makes no sense to protect people against a element but be totally vulnerable to it, but that seems to be the Defender's lot in life. They can keep others safe but cannot help themselves.
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You forget Arctic Fog provides about 30% resistance to Cold, Fire, and Energy damage to the user and everyone around them. -
Cold/Ice essential solo powers post-30:
Bitter Ice Blast
Freeze Ray
Ice Bolt
Ice Blast
Ice Storm
Infrigidate
Benumb
Arctic Fog
Heat Loss
Sleet
Optional:
Snow Storm
Blizzard
Frost Breath
Aim
Glacial/Ice Shield (1 slot for Karma KB prot IO or LttG:+Recharge)
Not recommended:
Frostworks (it's just awful when you understand how it actually works)
Bitter Freeze Ray (incredibly bad animation time and totally unnecessary with Freeze Ray well slotted)
Main ST attack chain: Infrigidate + Freeze Ray + Ice Bolt + Bitter Ice Blast + Ice Blast
Main AoE chain: Snow Storm + Sleet + Ice Storm
Nuke combo: Sleet + Ice Storm + Blizzard + Catch a Breath + Heat Loss -
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I agree with this. After having done a fire/cold to 50 and a cold/dark to 50, the only thing I can really say I like abou tthe defender version better is that you get sleet at 26 vs 35 for corrs.
lvl 35 is a major PITA. All the other powers seem to come soon enough as a corr to not make much of a difference when playing the def version. Those 9 levels are definitely tangible though.
Benumb comes 10 levels later, but imo isn't a game changer like sleet.
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The downside of sleet coming earlier for defenders is that your 3rd ST blast in your secondary comes significantly later as well. -
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Force Fields beats cold up one side and down the other if you have a large number of non-mezprotected squishies on the team.
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Meh, when high amounts of +Def is involved mez protection is quite minor since they'll rarely hit anyway.
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Cold like Thermal (controller/corruptor) is a combination buff/debuff set.
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Actually Thermal is Buff/Heal set with 2 debuffs being more of just minor fill-ins to the rest of the set. At it's core, Thermal is about the synergy between Healls and +Res and creating a more aggressive version of Empathy's buffs. The debuffs however overly minor in the grand design and experience of that set.
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All that said I can't stand teaming with a Cold. I dislike both the graphics and the audio that Cold has.
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Some people find FF's over use of knockback powers absolutely annoying and its sounds as well. -
Cold is one of those odd sets that actually is better on a Corruptor than it is on a Defender since -Resistance is identical on Sleet, the slows and end/recovery caps out just as easily for both, and the Defense difference isn't greater than the difference in damage output to make it worthwhile.
That said, Cold is still a perfectly capable set for defenders, it just doesn't feel like a bigger impact as Kin and Rad do as primaries instead of secondaries.
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Cold > FF unless you are the only defender/controller on the team offering up +Def/-Tohit abilities. FF really doesn't bring much to the table if the +Def/-Tohit is already soft capped or near it, Cold however still brings +Resist/-Dmg, +End/+Recov, Slow Resist, -Resist/-Def, -regen/-special and -recharge/-spd.
It's the same reason Rad is considered better than Dark, sets that offer a variety stack better in teams than sets that specialize in one effect too much. -
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Hmm, Smurphy and Silverado agree with me that DPA is important in AV killings.
Considering I've seen a list of the AVs silverado has soloed, and screen caps (or was that turboski, it was some hardcore cold dom corr player), and I've watched a demo/vid of Smurphy doing a strike force in insane time. Im gonna go with the opinion of these two.
The other thing is spamming 1 attack would probably drive me insane
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It was Silverado. -
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Lovin' the art in this week's Scoop.
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You know, I don't know anything about Turbo Ski, the player or the character, except that whoever it is has a lot of artwork of her. And pretty much every one I've seen has been awesome.
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/wave
Uncontested Cold Domination expert since I still have the only Cold Domination guide... actually would love to see someone else attempt a guide on it so I could have someone to talk/argue with about it all.
as for Turbo-Ski, most of the basic background info can be found here.. Orignally all that was formatted for the herocorps profile but that site crashed or something so I apologize for that in advance.
I've been collecting art of my characters off and on over the past 2 years. You can find the majority of it here. -
Re @ OP:
Because kheldians taste so good fried that the wealthy of paragon will pay top dollar for them. -
TA/A defender has to be my favorite defender, but that's mainly because TA isn't available to corruptors. Sonic/Sonic is second.
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I'll submit my arcs for review
Arc Name: Brass Reaver: Part 1
Arc ID: 16952
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need them solo.
Synopsis: A Fake Reaver has shown up and started framing the villain Project Reaver. Your job is to investigate the Nemesis plot behind all this and find out what Project Reaver might really be.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Carnies, Custom, Nemesis, Reflections
Arc Name: Brass Reaver: Part 2
Arc ID: 59456
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need their help solo.
Synopsis: Continues where part 1 left off as you (or your team) journey into Nemesis Sol's dimension following a vengeful Project Reaver.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Custom, Nemesis, Rikti -
I'll submit my arcs for review
Arc Name: Brass Reaver: Part 1
Arc ID: 16952
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need them solo.
Synopsis: A Fake Reaver has shown up and started framing the villain Project Reaver. Your job is to investigate the Nemesis plot behind all this and find out what Project Reaver might really be.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Carnies, Custom, Nemesis, Reflections
Arc Name: Brass Reaver: Part 2
Arc ID: 59456
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need their help solo.
Synopsis: Continues where part 1 left off as you (or your team) journey into Nemesis Sol's dimension following a vengeful Project Reaver.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Custom, Nemesis, Rikti -
I'll submit my two arcs for review
Arc Name: Brass Reaver: Part 1
Arc ID: 16952
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need them solo.
Synopsis: A Fake Reaver has shown up and started framing the villain Project Reaver. Your job is to investigate the Nemesis plot behind all this and find out what Project Reaver might really be.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Carnies, Custom, Nemesis, Reflections
Arc Name: Brass Reaver: Part 2
Arc ID: 59456
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need their help solo.
Synopsis: Continues where part 1 left off as you (or your team) journey into Nemesis Sol's dimension following a vengeful Project Reaver.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Custom, Nemesis, Rikti -
didn't see either of mine in your queue, so I guess I'll just resubmit them.
Arc Name: Brass Reaver: Part 1
Arc ID: 16952
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need them solo.
Synopsis: A Fake Reaver has shown up and started framing the villain Project Reaver. Your job is to investigate the Nemesis plot behind all this and find out what Project Reaver might really be.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Carnies, Custom, Nemesis, Reflections
Arc Name: Brass Reaver: Part 2
Arc ID: 59456
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need their help solo.
Synopsis: Continues where part 1 left off as you (or your team) journey into Nemesis Sol's dimension following a vengeful Project Reaver.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Custom, Nemesis, Rikti -
Thanks again for the feedback, I'll work on making it less annoying. I particularly like your suggestion on the reasoning behind the mental scale intro mish.
If you have time, please look over Part 2 as well. I tried experimenting with some different things such as a mission that experiments with minion-lt-boss ally steamrolling as a mission/story mechanic. I also think it wraps up the story pretty well for the most part, but I also kind of feel that the last bit of dialog from the contact is a bit rushed too. Any additional thoughts would help me out in polishing it out. -
First off thanks for the feedback.
- I did write in clues for the first few missions but apparently those got zapped or deleted when this went from Test to Live somehow and I never picked up on it. I'll be sure to write them back in next time I'm online. One of the problems with MA though is that clues don't get much text space, which means I have to fill it most of this stuff with the contact instead of clues.
- The whole mission with Mental Scale serves two purposes, it introduces Mental Scale who's existence has a major plot point in arc two and is a device to enter Reaver's head in the 4th mission.
- The 2 Defeat Alls are there because it wouldn't make much thematic sense for those situations to not be Defeat Alls. First one is forming an alliance with a guy that is determined to destroy all the carnies there for abusing mental powers, not the type of person to leave the job unfinished or let someone force him to leave the job unfinished. Second is destroying a Fake Reaver factory which implies destroying all the robots and staff as well.
- Sarix is supposed to be set to aggresive, but I've noticed that the melee type NPC allies can sometimes go completely passive despite being on aggresive mode. This frequently happened with the Twlight Champions in Part 2 when I was testing that, I'm going to assume this is probably what happened here as well.
- Odd that you thought the costumes were lame, most of my good feedback has been that the costumes looked awesome.
- Keep in mind this is a Neutral arc, not a heroic setting. The contact is mainly only concerned because Reaver being around keeps him employed, whether he ever gets caught or not.
- The Fake Reavers minion-Lt.-boss types are light Invul and tend to do very quickly on my ice/cold. The only ones that should be taking a longer time are the EB types that have all of the set. -
This is still my favorite piece of John's. Of course I'm completely biased but I was completely blown away when he did this.
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Here is my official submission
Arc Name: Brass Reaver: Part 1
Arc ID: 16952
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need them solo.
Synopsis: A Fake Reaver has shown up and started framing the villain Project Reaver. Your job is to investigate the Nemesis plot behind all this and find out what Project Reaver might really be.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Carnies, Custom, Nemesis, Reflections
Further Comments: one EB/AV does self rez in this arc so beware.
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Arc Name: Brass Reaver: Part 2
Arc ID: 59456
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need their help solo.
Synopsis: Continues where part 1 left off as you (or your team) journey into Nemesis Sol's dimension following a vengeful Project Reaver.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Custom, Nemesis, Rikti
Further Comments: The final EB/AV likes to spawn at the top of the room out of sight, use the stairs or fly up to reach him. -
mind-blowingly awesome as usual DJ!