ketch

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  1. My ill/kin is sitting at 93.8% global recharge so PA isn't perma out of the box. However, if I can double stack Siphon Speed it brings PA's recharge down to 60 seconds; difficult targets let me occasionally triple stack SS to further reduce that 57 seconds. It is expensive to achieve; mostly in getting the 3 LotG's I have in my build. However, there's still room in the build for more recharge. I could, for example, grind out the purple sets for AoE and ranged sets for an extra 13% or so that would give me perma-PA with two SS's.
  2. ketch

    Static Field

    Quote:
    Originally Posted by MentalMidget View Post
    Static Field is subpar sorry to disagree with people, but my nature is to be the counterpoint guy. In solo/duo play it has merit, but once group play comes with all of it's AOE goodness, even Gremmies with their damage aura makes it inept.

    Compared to ST, and EQ...based sole on the fact it's a pulse effect is fair enough. Yet both ST/EQ those offer further mitigation by debuffing to-hit , and also -def in the case of EQ.
    So sub-par to Spectral Terror, which is good, and Earthquake which is arguably the best AoE hold available to controllers? Your comparisons are far off base. Yes, it's mechanical function is similar to Earthquake and its result is similar to Spectral Terror. However, I think you need to look at it in the context of a.) Sleeps and b.) controls that become available at level 12.

    As AoE sleeps go, it's the bees' knees. Certainly better than Spore Burst, Salt Crystals, or Flash Freeze. The only Sleep that comes near it is Mass Hypnosis for its aggro free nature.

    As the level 12 control, perhaps it doesn't provide the hard control of Flash Fire or Stalagmites, but it's certainly on par with Ice Slick, and easily beats out Telekinesis, Spirit Tree, and Dimension Shift. It has strategic value for cutting off ambushes out of LoS and provides an ally buff along side an enemy debuff.

    Quote:
    True it sets up containment, but most APP(if you are waiting this long for the power to have actual damage boosting implimentation) powers have DoTs associated with them with a couple exceptions, which would render the sleep ineffectual and again the gremmies at this time would also damage surrounding enemies.

    SF has a slowing component which if they fall back to sleep in the next pulse seems wasted effect (of course no numbers on the effect either, and don't think it's enhanceable). The +end component for allies may be the best effect, but without access to any numbers may prove to be a non-factor...
    Here you argue that SF isn't very useful because the enemy won't remain asleep, but with the next paragraph argue that the -recharge (25%, I believe was the value reported in beta) isn't useful because things go back to sleep. To me, the power is obviously layered to provide mitigation even in adverse situations. Maybe that's a glass half full/glass half empty thing.

    Quote:
    This power isn't all that great....of course this is IMHO. I'm sure there are those of you that disagree.

    I'm playing Elec/Rad in case you were wondering....
    I'm playing Elec/rad as well. I find it indispensable solo, and highly useful on teams. To me, Electric feels like a generally weak set, but this power is certainly one of the things that props it up a bit.
  3. Quote:
    Originally Posted by That_Ninja View Post
    Uh, that guy sucks. I will now not see this movie in theaters because I had to listen to "intellectual" nerd critic calling me a conformist because I went to see the Expendables. Seriously, your not going to get non-hipsters to see a hipster movie by being a hipster as loud as you can. I'll just wait for blu-ray I guess.
    Being as loud as you can is a sacred tradition of the internet critic...

    I thoroughly enjoyed the comic books, but I found the film to be lacking. I don't find it as true to the source material as many people are claiming. In fact, I think the movie really gutted the heart out of the story by downplaying the secondary characters.
  4. Quote:
    Originally Posted by LISAR View Post
    Heroes are people not perfect machines.
    All people will have flaws, but that does not defend their individual actions. One can still examine a single act and ask "Was this for the good?" or "Was this heroic?" So I ask you to examine the action given in that situation.

    Is it heroic to discriminate against one because of their place of origin?
  5. ketch

    Best team AT

    Quote:
    Originally Posted by Work_Ethic View Post
    The best team AT is a competent player.
    I looked and looked but couldn't find competent player on my character creation screen.

    As for what best helps a team, I'd lean towards a controller or corrupter. The degree to which they help the team depends on how much the team is struggling though. If the team is struggling, I'd lean to a controller to keep them alive. If they're moving along at a good pace, I'd go to the corrupter to help them move along faster.
  6. Quote:
    Originally Posted by LISAR View Post
    I'm not sure knowing AT classifies as metagaming.

    The CoH comic showed at least twice where supers were referred to by their AT.
    As I recall at least one of those times was a very meta-joke with a fellow yelling out his level and AT looking for team.

    On an aside, this is the second thread in which someone has described a hero discriminating based on AT. That's not very heroic, is it?
  7. Quote:
    Originally Posted by Misaligned View Post
    So...

    I see lots and lots of fire/kin farming machine threads. I also see "fire/kin r teh best farmerz evah" comments in various places - and out of curiosity, I looked into building one. I generally do multiple builds in Mid's before I ever make a toon. I figure an hour spent in Mid's saves me days of playing something I might just hate.

    Anyways... on to the question:

    I'm not seeing the damage. Where is it? I did a build where I cranked up FS and slotted everything for damage (think of it as a "max possible bursty") build because I just wasn't seeing it. Then I came to the forums and looked at about 2 bazillion builds for fire/kins. I read strategies and all that, and yet, I cannot seem to wrap my brain around where the damage comes from in this set. Is it 99% imps? Is it all procs? Is there a hidden "i win" button that pop up when you hit 50 that can't be duplicated in Mid's?

    I surrender in my search and ask you, the all-knowing forum folks, where the heck does the damage to melt +4/x8 come from in a fire/kin?

    (And please don't say FS. I know FS increases damage dramatically, but 4 times crap is still pretty much crap).

    Hopefully someone can enlighten this confuzzled old brain of mine.

    Thanks!
    Part of understanding where the damage comes from comes from understanding the damage cap. For controller's the cap is 400%. Without enhancements or buffs a power will deliver it 100% of its damage. That leaves 300% to achieve with enhancements and buffs. You can, for example, reach the cap with 95% enhancement and 205% damage buff or with 66% enhancement and 234% damage buff. For kinetics, its easy to eschew the enhancement and rely on Fulcrum Shift to get to the cap.

    Then it's time to go beyond the cap. There are two ways this happens. The first is containment. If an enemy is stunned, held, slept, or immobilized most of your powers will deal double damage. That's an extra tick of damage and not a buff so it falls outside of the damage cap. The second means of reaching beyond the cap is using damage procs. Again, these are additional ticks of damage and fall outside of the damage cap.

    Let's look at how it adds up. Hot Feet does 7.65 points of damage every 2 seconds. With 300% damage from buffs and enhancements you reach 30.6 points of damage. If the enemies are contained, that's 61.2 points of damage every 2 seconds. That's not far from the base damage of a controller's Fireball and it's happening every two seconds.

    Basically, it adds up to small number made into medium numbers and happening very frequently. Also bear in mind that while the Imps add some nice damage, they're limited to a single target attack. The AoE damage is coming from Hot Feet and Fire Cages.
  8. When I first took my dom to Paragon, still a rogue but only because of tip mission limits, a defender on the team skipped me over with buffs and hostilely roleplayed against me including the suggestion that the team "watch their backs". My reply, "I'll be way ahead of you, showing you how it's done." Then, as doms do, I locked everything down so the team could steamroll them.

    Other than that one I've had some pretty good teams. I played with an emp that kept me Fort'ed and AB'ed, which was quite nice.
  9. Ooh... by the mangaka of Sayonara Zetsubou Sensei. That sells it for me.
  10. Where's the villain option? Given enough power I'd rule with an iron fist. I've been stocking up on mustache wax for just such a day.
  11. I was finally able to see this over the weekend. It was... meh. The secondary characters that I loved in the comics were all skimmed over in the movie. The problem there is that Scott's background and real character is revealed through the relationships he had with the people around him; it's no wonder reviewers saw him as a blank slate for the audience to project themselves on. A great deal of the nuance and characterization was lost in this re-interpretation.

    I also think Cera's casting for the part was a poor choice. He came across far too insecure while comic book Scott's defining trait was willful ignorance. Coupled with the Cera backlash, he probably did little to aid the movie.

    For anyone even slightly interested in the story, I wouldn't hesitate to recommend the comics over the movie even if it is a harder medium for some folks to swallow; it's just that much better. The movie did have a few good qualities to it, but they won't be enough to save it.
  12. Quote:
    Originally Posted by Oedipus_Tex View Post
    I really do hate fighting Knives or Artemis, and Rularuu has destroyed me more than a few times. But the group I especially avoid are those witches in Croatoa (the Coven?) with Lightning Blast and Storm Summoning sets. I know how it feels to miss my blue bar.
    Though it is amusing to see one of the witches get slapped around by her own T-storm as well.
  13. Quote:
    Originally Posted by Oedipus_Tex View Post
    It's the conflict between knockback and chaining powers that numbed my feelings for Elec/Storm as a combo.

    I also don't consider Gravity/Storm lauded so much as a situation where a secondary rescues a mostly lackluster primary.
    There's our disconnect, I suppose. For now I'm considering JC fairly skippable. If the -recovery ever extends beyond the first target, it will be a useful tool for sapping but for now I find it to be very little mitigation for the cast time. As for Synaptic Overload, it's propagation time is problematic in itself; I found other secondaries waiting just the same as storm.

    I suppose overall it's because I find Electric a bit lackluster as well that I appreciate the extra tools Storm has to offer.
  14. Quote:
    Originally Posted by Acemace View Post
    Which is less relevant given as you point out,


    I tried all the combinations at 42+ during c/b and I found the synergy of Elec/Storm to be nearly ideal depending on your playstyle, which in this pairing of course requires a melee type mindset.

    Radiation is another good option given the ability to run many toggles with nearly no end issue, and obviously Kin works well with Elec, as it does with basically all the other primaries.
    I agree that elec/storm plays nicer than what people are crediting it. Freezing Rain and Electric Fences is nearly as good as a hold, and while some point out the conflict between Freezing Rain and Static Field the same problem occurs with Oil Slick as soon as it's lit (given the energy damage flying around, pretty quickly). I find it odd to say elec/storm is a poor pairing while grav/storm is lauded. If anything I like the combo for helping to deal with storm's very endurance heavy powers.
  15. Quote:
    Originally Posted by Doomguide View Post
    Of those 3 without knowing anything about your build, play style, secondary etc.. most likely Paralyzing Blast. Its the only one that even with very high recharge is still going to be "every few mobs" between uses at best.

    The one I'd be least likely to recommend skipping, in fact I'd almost say must have, is Synaptic Overload but on live I haven't leveled to the point where I would have Synaptic Overload to see how well it breaks the spawn (since changes on beta to it and the set) and one has Static Field. Both Static Field and Synaptic Overload should be available every spawn and do an excellent job of cracking the spawn and minimizing any alpha. Primary use for me for Jolting Chain is likely to be shutting down the spawns recovery. CA merely drains the mobs of end but has no -recovery which is what will really mess them up after getting them drained.
    Jolting Chains won't be shutting down the recovery of much since the -recovery doesn't pass beyond the first target. This was a problem identified in beta and has remained though I doubt its WAI. Should they ever fix it then JC will definitely be the go to power for -recovery. For now, I'm counting on Electric Fences slotted with Efficacy Adapter as they next best source of -recovery with a nice bit of -end.
  16. Quote:
    Originally Posted by Coin View Post
    Seriously, I don't get the hatred some people have for Facbook, and the similar sites like Twitter, but especially Facebook.
    The simple reason is this; when a new feature is added, FB does so with the assumption that you will want to use it and share with your friends and everyone else. Rather than adding a new feature that people can activate, they add another nuisance that I need to opt out of in order to protect my privacy. It seems like once a month I'm disabling something new that they've added.
  17. Amongst my hobbies are a few not so pleasant tibbles, for example, taking a naive young stone tank to face Carnies.
  18. Quote:
    Originally Posted by Candlestick View Post
    Actually, as far as I know, NO procs work with the Jumps. I havn't had a chance to test it, but I know Chain Induction was bugged so that procs never go off on additional Jumps. I assume Jolting Chain is the same.
    I confirmed while in beta that at least the chance to disorient proc was being passed down through the chain.
  19. ketch

    Fire/ Forcefield

    Quote:
    Originally Posted by DrMike2000 View Post
    Can Controllers get the Scorpion Shield in a Patron Power Pool?
    Yes, we can. It's a nice subtle purple too. You also get a nice single target debuff. I'm considering taking it, but Earth's Embrace really is a nice power.
  20. ketch

    Mace Mastery

    It's a shame to still see it in there. People will eventually use it in there builds even with the potential for it being replaced eventually, which will invariably lead to a stink being raised if/when it does. It's not like they had to look far for a replacement; Pulverize or Shatter from Bane Spiders would have worked fine with little adjusting.
  21. ketch

    Fire/ Forcefield

    I have a fire/forcefield which can be a lot of fun. Unfortunately, it wasn't always that way. Fire is a bit of a late bloomer, at least until you can get its endurance issues under wraps, and forcefields can be a bit boring. There are some good things about the combination though.

    Dispersion Bubble lets you keep Hot Feet running without worrying about a lot of mezzes. It also provides a nice bit of personal defense, which layered with Weave and one of the defense armors from Stone or Ice, make it not too difficult to soft-cap to lethal/smashing. The ally shields can make the Imps a bit sturdier too when you're running alone.

    I tried the Leadership pool at one point; it's definitely good for the team, but it comes with a caveat. Tactics will drive the Imps wild. It offers +perception in addition to +tohit. That means the Imps may lock on to mobs normally outside of their perception range and they will run to them, revealing more enemies to whom they will run. I found them over-aggro'ing much more often with Tactics than without.

    As for epic pools, I went with Stone. It offers a defense based armor, a self-heal, a nice close ranged AoE, and a mag 4 hold for quickly taking out trouble mobs (exotic damage types and anything with a sleep). Ice also has a defense based armor as well as a health/end recovery tool in Hibernate. It also offers two AoE's to toss on top of the damage you'll get from Hot Feet. For a very team-oriented build, I would consider Primal for Powerboosted shields though Conserve Power also would help with Fire/FF's endurance issues.
  22. , against even con minions, -35% tohit is the equivalent of 35% defense. Unfortunately, it's a bit more complicated due to resistances and level scaling.

    For example, at +2 debuffs are only 80% as effective, reducing that -28% tohit. It's further complicated by mobs that have resistance to debuffs like AV's, from 60-87% of the total debuff. Defense, on the other hand, is a flat value. If you have 30% defense you'll get the same return against minions up to +5.

    So against even level enemies -tohit = defense; against higher level enemies and AV's -tohit is resisted while defense is not.
  23. Quote:
    Originally Posted by Acemace View Post
    Here's a sickening thought to SP supporters, Nanny McPhee is going to kick Scott's azz next weekend.


    Me and my wife are still looking forward to it, unfortunately we ran out of time this Sat.
    Whether it sells to the masses or not doesn't make it any less good. So yes, lots of families will go see Nanny McPhee and it will be enjoyable movie; it doesn't have the same audience.
  24. I don't have a lot of dom experience, but I do play controllers a lot so my advice my favor that side a bit.

    Random suggestions:
    • Drop the end/recharge/hold from Basilisk's Gaze. Replace with acc/recharge/hold from Essence of Curare. That will bring your accuracy up to 75% as well.
    • Drop the chance for knockback from Stalagmites. It's a mag 6 knockback so it tends to spread enemies a good bit.
    • I like Dark Watcher's Despair in Earthquake. Enhancing the -tohit helps keep enemies from shooting back in between bounces and you can pick up a cheap 5% recharge with just 4 slots.
    • Replace the damage/range in Fissure with the damage proc. As it is slotted, you're biting into diminishing returns. The proc will provide more damage than the 3% gained to damage and you're likely to be in melee range to use your other powers anyway.
    • Consider Powerboost. In addition to boost your mezzes, it will boost the -defense in most earth control powers and the -tohit in Earthquake. It will also boost your defensive powers for it's duration, which can be handy when you're opening on a group.
  25. I do believe Shark Skin is a resistance based power, not defense. The only defense based shield in the Patron Pools comes from Mace Mastery.

    The PPP do present some interesting options. If nothing else I have considered Scorpion Shield just for that fact that it isn't nearly as ugly as Rock Armor.