UnicyclePeon

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  1. UnicyclePeon

    Game down?

    Quote:
    Originally Posted by EU_Damz View Post
    Oh come on do you people really think i am that shallow and easy?
    I'm a glass-half-full type. So, yes.
  2. I looked and searched for "skip" and "updater" and where they showed up on the page, it wasnt talking about skipping the updater. I'll look again.

    Lewis
  3. UnicyclePeon

    Game down?

    Freakin heck. I'm tired of emergency patches for exploits. How about an emergency patch for the fact that about half the Mac users can't run the game due to the screen going black, unless you delete some of your preferences files every time you start a game (depending on which video card you have)? When's that fix going to push live?

    Lewis
  4. Quote:
    Originally Posted by Local_Man View Post
    But at level 6, when you have so few powers, doesn't Hasten provide more of a benefit than Swift?
    In my opinion, no.

    I'd rather have sprint + swift for running in missions, to missions, running away, etc than to have hasten occasionally.

    Lewis
  5. I still think the point applies. I'm not saying its always true, but if for example I was taking Shiver instead of Arctic Air, Ice Slick at 12 and FR at 16, but was planning to put off Steamy Mist to squeeze in Stamina by 20, then I would take Swift or Hurdle at level 6 and take Hasten at 10, because at that level Hasten is not up enough to need to take it at level 6.

    So, sure, you're right for some builds and preferences but not for others. It depends on the power set combo.

    Lewis
  6. Is there a way to skip the updater on the Mac client?

    Sometimes on the PC my updater wont connect so I run CityofHeroes.exe with a -project coh suffix. I cant figure out how to do the equivalent on a mac.

    Help?

    Lewis
  7. Quote:
    Originally Posted by Local_Man View Post
    (I still don't understand why people take Swift or Hurdle at 6 when other more useful powers are available -- my pet peeve. However, you like to build for level 50, so order doesn't matter.)
    Well, if you want Stamina at 20 or 22, sometimes you have to, due to when other pre-reqs have to be taken. I often take a travel power at 14 and Stamina at 20. Therefore, I end up with Hurdle and Hasten in the mix pre-20. It can be nice too since you might have less powers to compete for slots during the 1-22 period.

    Lewis
  8. I totally missed somehow that you had a lot of recovery in your build. I think it was because your slotting and power pics looked so haphazard that I didn't even look to see that you were focusing on something. My bad.

    However I noticed that a lot of your powers had poor end reduction in them individually, esp the ones you'd be spamming. Basically your set bonuses and your numbers-in-powers seemed at odds. Also quite a few of them had poor overall numbers.

    Anyway, you probably dont want to look at my first build then since it didnt even attempt to have any recovery bonuses. It just tried to work in reasonable amounts of end reduction in the powers themselves, on the cheap, without sacrificing the numbers. You may or may not want to bother looking at the second build. It has decent recovery due to the miracle and numina and perhaps some other stuff by chance, and it has good end reduction in the powers themselves, and its got an adequate amount of recharge in the build. So it may be of interest.

    As for Hover and Super Speed, I use them for different things. First, I prefer to travel between missions with Super Speed. I also prefer to travel in missions down long hallways with Super Speed. I also enjoy stacking Super Speed and Steamy Mist for full stealth in case I want to ghost missions. However is for actual fights. I prefer the rate of movement with Hover when using Frostbite with Hurricane, and I generally prefer it for having vertical mobility in a fight so I can place Lightning Storm at the height and position I prefer.

    Basically, I alternate between them as needed. Fly is too slow as a main travel power for me. I only take it when I have a spare power pick and not many slots to spare, so almost never. And when I do take Fly, I also have SS, Hasten and Hover. The only exception is on Masterminds I often go the Hasten/Fly/Hover route but otherwise I prefer Hasten/SS/Hover.

    Lewis
  9. It doesn't look particularly end-friendly to me. For example, your Hold (Block of Ice) has pretty low endurance reduction in it, considering that it is your go-to power for spamming over and over.

    Also, your build has lots of problems with slotting generally, in that your slotting is a bit haphazard. Also, you put off Ice Slick and Hurricane and didn't really slot them correctly. Gale's slotting is a bit awkward as well.

    Also, you skipped Jack Frost. What's up with that?

    Here is a sample build which has pretty much the same powers you had, except I changed around the travel powers a bit. I also dropped Snow Storm because you have plenty of other sources of slow, and I had to make room for Jack Frost. You could easily switch this back to Hover+Fly+Hasten instead of Hasten+SS+Hover tho.

    Anyway, I didn't go for global recharge or anything special with the IOs. I just went for (mostly) cheap IOs but I made sure to frankenslot the powers so you have adequate endurance reduction.

    Then below that build, I'll post my personal build.

    Lewis

    SIMPLE BUILD:
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    SOMEWHAT RECHARGE-ORIENTED BUILD:
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  10. I agree with Frosticus. I think that Seeds of Confusion is balanced just fine, taking the set as a whole into consideration. There are sets that have more overall control, and sets with more damage overall. Plant is perhaps better than most prior to level 20, but after that it is in line. Also, in the late levels, it may be a bit weaker, in that the foes I'm most worried about and scared of generally in the late game seem to resist confusion.

    Lewis
  11. I think the forums are just in a rut. The controller forum has it pretty bad, but its all the forums. The fact that the last X threads are mostly fire control is entirely secondary to the fact that in most of the forums, you'll see the same 8 threads plink along for a week or two with no new activity. Check again in a week and it will be 8 different stagnant threads creeping around. But whatever the stagnant thread list consists of, it is almost certain to have the same plinky moving threads for several days before the stagnation gets replaced by something else equally stagnant.

    I keep hoping someone will start some /TA threads, but I don't really know what I'd say about them other than 'love'. But still. I guess I'm saying I don't have a solution to the stagnation.

    Lewis
  12. UnicyclePeon

    what/cold?

    I found /Cold to be a bit of a dud. I've played it on one controller to level 50, and on another to level 37. I found that I was able to enjoy it most when I paired it with a primary I really loved. Since Earth Control was my favorite, I found I like my Earth/Cold (37) pretty well. Whereas my level 50 Fire/Cold I just did not particularly enjoy. I only played him to 50 because I was stubborn. And Fire is my second or third favorite primary. But it wasn't enough.

    But of course, you may love it. Plenty of people do. I would just play either a primary you already know you enjoy, or play a primary that is new to you, whichever inspires your curiosity the most.

    I bet Plant/Cold would be decent, if only because you get Seeds of Confusion early, and that's always fun.

    Lewis
  13. SBeaudway,

    Good point. My build doesn't have any other damage procs tho, so for me, I'm not getting much mileage going after 1 damage proc. The recovery is nice tho, but I have perma-AM so I still prefer mine.

    But its a good call overall.

    Lewis
  14. I just wanted to post my slotting for Choking Cloud. I've become a fan of this slotting recently, so I'm just trying to share.

    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)

    The final numbers post-ED are:

    Hold 96.7%
    End Reduction 95.7%
    Accuracy 77.5%
    +2 Mag Lockdown Chance (yay!)
    Recharge 18.5%

    It works great!

    Another good slotting, if you need more global recharge, is 4 Basilisk Gaze (A/H, R/H, E/R/H, A/E/R/H), one Essence of Curare (E/H) and then a level 50 generic end reducer in the 6th slot. You'll max out end and hold, have a little accuracy, and have global recharge. You wont have the lockdown proc.

    Now, *IF* you feel comfortable with your recovery (Miracle and Numina recovery uniques, stamina, AM or perma AM, epic power for draining, etc) then you could put the lockdown +2 mag in place of the generic end reducer. Then your end drain goes up from 0.43 per second to 0.52 per second, just from Choking Cloud alone. But if you can handle that, you can still get the 7.5% global recharge AND the lockdown +2 mag and the maxed out hold in there.

    Still, I'm usually able to get perma-AM and perma-Hasten on a Rad Controller without using a Basilisk Gaze set in Choking Cloud, so I prefer the first option. But, its an alternative if you need it.

    Lewis
  15. I agree with Sam also about humor and about difficulty. I find other people's humor to be on a different wavelength than my own. I also hate painfully difficult fights. If I can't roll your mission with a generic-IO empathy/electric defender on +1, then I'm quitting it. If my Earth/Empathy character can't actually get through the mez protection on anything and/or he can't complete it, then I'm going to knock off a point on my rating. That's just the way it is.

    Also, while I had never thought about it, I can see Sam's point about "you think" and "you feel". I need to go check my missions and remove those, if I have any (I don't think I do). I might leave in "you think" when referring to the senses, such as "you think you saw a flicker of movement as you came in the door" but otherwise I'm going to make the effort to remove mine.

    Anyway, my missions are "kinda" story-based and "kinda" reward-based, in other words for farming. Well, its no more farming than doing door missions in PI, because I use only generic canon foes to tell my stories, so the drop rates and experience point rates are totally in line with what you'd see in a normal door mission. So, I only call it farming in the sense that I run my own missions over and over and over. There are certain foe types I really like (CoT, for example) and certain maps I really like (certain office space layouts, some outdoor layouts). I hate having to zone (or abandon mission) to get the ones I like and avoid the ones I can't stand, so I made a bunch of equivalents to PI door maps and foes, but only the ones I like. I also really love the tedious COT temple/cave/teleporter maps so I use those a lot. THEN, I wrap a bit of story around those. Not much, just a little. I have a mercenary little Necro/Thief chick who has morally grey missions that are phrased in such a way that heroes or villains could do them. When my heroes do them, I always feel a little worried that she is using me, and when my villains are doing them, she and I share a knowing wink.

    I've only just started wrapping these light bits of story around my missions so its in the process of transformation right now. I only have 1 map with custom critters, so I need to go see what the changes have done to them (they are all Willpower/Dark blasters and Willpower/Dark Melee scrappers). I havent run the mission since the recent changes to the AE critters and reward rates. But my other missions (across all 3 accounts) are all against generic villains only. I have no problem using canon foes for stories, and its nice to know that my reward expectations on them are baseline so that I don't have to tweak much when changes are made to the AE, and I don't have to worry about nerfs.

    Lewis
  16. UnicyclePeon

    Demons Shield

    Quote:
    Originally Posted by Samuel_Tow View Post
    It's not 33%, it's 33.2% to get 666. 133% of 5 is 6.65, not 6.66.
    Are you sure? On my calculator, 5 * (1 + 1/3) gives me 6.6666666666666666666666667 and if I do 5 * 1.333333333333333333333333 I get 6.6666666666666666666665.

    Basically, they didn't tweak anything. Its a happy coincidence, one that they are probably aware of, but the numbers don't even look tweaked.

    Also, isn't the actual number of the beast 664 ot 665 or some other number and its just widely mistranslated as 666 anyway?

    Lewis
  17. Quote:
    Originally Posted by StormDevil View Post
    I just started one of these myself, and poking around in Mids a bit, I see that slotting is going to be far more of an issue than any other character I have. By "slotting" here I mean, "I keep running out of slots no matter how I try to build this combo." Are people not 6-slotting most of the attacks?
    Here is my build. I am level 50, but I ran up on cheap frankenslotted IOs. I havent taken the time to purchase any of the nice IOs in the build I'm about to post, but eventually I will (after I cross over with GR). But, this is the exact level-up order I used and the exact number of slots I used.

    I 5-slotted and 6-slotted all of my attacks.

    Lewis

    Villain Plan by Mids' Villain Designer 1.704
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Runeforge: Level 50 Magic Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Earth Assault
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Ancillary Pool: Mu Mastery

    Villain Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(9), EoCur-Acc/Hold/Rchg(9), Lock-Acc/EndRdx/Rchg/Hold(19)
    Level 1: Stone Spears -- Acc-I(A)
    Level 2: Stone Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 4: Tremor -- Oblit-Acc/Rchg(A), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(7), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Dmg(36), EndRdx-I(40)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 10: Hurl Boulder -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(11), Decim-Acc/Dmg/Rchg(27), Decim-Acc/EndRdx/Rchg(33), Dev'n-Acc/Dmg/EndRdx/Rchg(42)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(13), Stpfy-Stun/Rng(15), Stpfy-Acc/Stun/Rchg(15), Rope-Acc/Stun/Rchg(19)
    Level 14: Super Speed -- QckFt-EndRdx/RunSpd(A)
    Level 16: Power Boost -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), EndMod-I(21)
    Level 22: Heavy Mallet -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Acc/Dmg/EndRdx(25), C'ngImp-Dmg/EndRdx/Rchg(37)
    Level 24: Recall Friend -- RechRdx-I(A)
    Level 26: Fire Cages -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(31), Enf'dOp-Acc/EndRdx(36), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43)
    Level 28: Seismic Smash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(29), C'ngImp-Acc/Dmg/Rchg(29), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(36)
    Level 30: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(34)
    Level 32: Fire Imps -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(37), BldM'dt-Acc/Dmg(50)
    Level 35: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(50)
    Level 38: Fissure -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40), RechRdx-I(40)
    Level 41: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), ImpArm-ResDam/EndRdx(42), ImpArm-ResDam(42)
    Level 44: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(46), RechRdx-I(46)
    Level 47: Hot Feet -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(48), M'Strk-Acc/EndRdx(48), M'Strk-Acc/Dmg/EndRdx(48), Sciroc-Acc/Dmg/EndRdx(50)
    Level 49: Power Sink -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Domination
    Level 0: Ninja Run



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  18. Yeah, I have to say, Hot Feet and Choking Cloud, used together, are probably the cornerstone of a Fire/Rad controller. All the other powers really work in conjunction with this as well. RI, EF, the point blank heal, the stun on approach, the point blank cinders for emergencies, Char for wigglers that aren't held, Fire cages to keep everything in place, Lingering radiation to debuff the regen of stuff near you, AM as a point blank buff, and of course, Fire Imps eating everything up ... its a perfect fit.

    I agree with SBeaudway that at this point, if I wasn't using Hot Feet and Choking Cloud, I wouldn't even make Fire/Rad.

    Lewis
  19. Probably the reason to go controller over defender is because you have more fun controlling than blasting. I know I do, and the 1 or 2 epic attacks are enough for me when I feel like zapping something. That's another reason to go with Illusion, Mind or Gravity ... you get to have some powers that feel like blasts from the get-go if you really want, and yet you are still a controller with all of the fun that entails.

    Assuming the OP prefers to control instead of blast, he'd probably post it in this forum ....

    Lewis
  20. Whether I even bother to make an Incarnate at all depends on a) how tedious it is, and b) what form the bonuses/rewards come in and c) when the bonuses apply.

    a) I have a LOT of high level characters. I have 9-20 that "should" be incarnates. But if its not fun (zone events and task forces for the majority of the content wouldnt be fun to me) then I wont bother, because I find participation in such things tedious. Also, if it is a long slog and repetitive then I wont be able to do it.

    b) The most important one is the bonuses/rewards. I was hoping for being able to earn bonus slots. That would have sold me immediately. But I'm thinking now that it may be crafted bonuses powers and some weird stuff that I've seen bandied about. It looks uber but absolutely uninteresting to me personally.

    c) If the bonuses you earn only apply to the special post-50 content, then that will likely be even less of a reason for me to pursue it. Doing X to get more efficient at Doing X has never been compelling to me. If on the other hand these bonuses apply to the normal game, that will be a disaster, in that at that point, any level 50 who doesn't do the incarnate stuff will be obselete, and that will piss me off. So option C here looks likely to minimize or limit my involvement.

    At the end of the day, here are the characters that I either like most or who "should" be incarnate level characters. This order reflects the order of my interest, so depending on how fun / compelling / tedious / obnoxious / essential / keeping up with the jonese / lame the Incarnates system is, I'll do some or all of these generally in the order of preference as listed:

    Earth/Storm [CON]
    Illusion/Storm [CON]
    Fire/Trick Arrow [CON]
    Earth/Rad [CON]
    Dark Melee/Super Reflexes [SCR]
    Storm/Energy [DEF]
    Storm/Psychic [DEF]
    Fire/Rad [CON]
    Earth/TA [CON]
    Earth/Energy [DOM]
    Fire/Emp [CON]
    Ice/Storm [CON]
    Plant/TA [CON]

    Anyway, I'm almost hoping I wont like it and that I won't feel compelled to bother. That way, I'd take only one or two (Earth/Storm or Illusion/Storm) through the system and skip the rest.

    EDIT: also, as Sam and Mirai said, if it requires a teaming component, I won't do it at all, period.

    Lewis
  21. Cool story. I don't really like Sewer teams, but that does seem entertaining.

    I've been having fun with an all-catgirl team that some friends and I made as a joke. But as it happens we've played them 2 nights in a row now, and we are all level 15-17. Good times. Our 4 catgirls are Plant/TA, Illusion/Storm, FF/Energy, and DualBlades/Willpower. Poor scrapper kitty.

    Lewis
  22. Haters. I love Illusion/FF.

    Lewis
  23. UnicyclePeon

    ICE/Storm ...

    Right. That's why I like my build. I can, and do, the exact thing Local Man does ... I just don't throw in any damage from Chilblain or Air Superiority, and neither do I heal anyone. However, I can and do run in right after the tank / scrapper and provide mitigation with AA, Ice Slick and Freezing Rain.

    However, on a team with mainly ranged characters, I can hang back and work all my magic from range.

    And, when the team is up for it, I can go for full on Herdicane / Damage / Avenging.

    As for Thunder Clap, I find it invaluable, even when there are no other stuns to stack with it. Of course, it doesnt take much global recharge to start being able to double or even triple stacking it with itself. But even un-stacked, people really under-estimate the damage they stop just by "only" stunning minions. It is another layer of defense, and I like to use it.

    But yeah, there are a lot of approaches.

    Lewis
  24. UnicyclePeon

    ICE/Storm ...

    Quote:
    Originally Posted by Oedipus_Tex View Post
    But why both Snow Storm and Shiver?
    That's totally unrelated to my epic selection. My reason for Snow Storm is for other reasons.

    I either have to take Chilblain or O2 Boost or Snow Storm. I personally don't enjoy unslotted O2 Boost. If I take it, I want 5 slots total in it. Same for Chilblain. If I take it, I want at least 4 slots. But those powers don't suit the purpose of what I want to do, and I don't have the spare slots. Snow Storm is the best fit, and it works great on no slots. I couldn't even spare 1 more slot for a second end reducer, but even so, it works great for what I need (-recharge).

    As for why I'm taking all 3 of Shiver, Arctic Air and Snow Storm, well I like having all 3. Normally there is no need to take more than any 2 of them, depending on your specialization. However, since I play my character in all 3 roles (Ranged, Melee, Avenger) with the same build, it is nice to have all 3 sources of slow so that I can combine any 2 (or more) of them as I see fit. Sometimes I get in close and stay close. Therefore, Snow Storm + Arctic Air is the order of business. Sometimes I stay at range. Then it is Snow Storm + Shiver.

    Basically, I enjoy the flexibility of combining them as I like. More power to anyone else who doesn't enjoy it.

    Lewis