Bad levels a Fire/kin Controller
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I notice that 1-DO-ACC-slotted Transfusion simply *does not* hit orange-title NPCs. It seems to have at least a 50% miss-rate with yellow-titles. For as much End as it costs to run it, this is an infuriatingly high miss-rate and I admit to being extremely displeased about it. Eventually it will have three ACCs - just as soon as I have everything three END-slotted. At level 12 this seems extremely far away.
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Two acc's is enough. It's also a good candidate for Frankenslotting.
They key at the lower levels, before you get it slotted up, is target the weakest thing you can find. You'll hit minions a lot more easily than lieutenants or bosses.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
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That said, I could see it possibly being useful for AVs (depends on how badly they resist -DMG).
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To my knowledge, they don't.
We'll always have Paragon.
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And really, Fulcrum Shift isn't overpowered nearly as much as Containment is; a Controller at the damage cap deals 4x base damage on the attack but is limited there, and a Controller with 100% damage slotting deals (with Containment) 4x the base damage of the attack, and can go higher.
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Couple of problems here:
1.) Damage enhancements count towards the damage cap. There's no point in slotting for damage if Fulcrum Shift is perma-capping you.
2.) Containment doesn't really become a huge problem until you get close to the damage cap. It flat-out doubles your end damage. If that damage is low, doubling it doesn't cause problems; if that damage is high, it's going to make it even higher.
3.) There's no way of changing its behavior at the damage cap without changing its behavior at base damage and vice versa. Containment isn't a damage buff; it literally counts as a second attack. It says, "Take whatever damage you do, modified by damage buffs and enemy resistances, and do it again." If you make it a straight damage buff, you run into problems with the damage cap (it becomes easier to cap yourself, but it does nothing afterwards). And you can't make it do different bonus damage depending on how close you are to the cap.
We'll always have Paragon.
With controllers you have to know when NOT to use your powers as much as when TO use your powers. Spamming everything in your arsenal is a great way to run out of endurance very fast.
Bad no offence, but I always find your posts judgemental and impulsive with little thought. You seem to complain about everything, from people spending their time to buff you in the sewers with speed boost (or +end recovery) which you moaned about despite admitting you have serious end problems, to leaving a team because you see a +2 CoT ghost - guess you didn't value your team mates at all? You even managed to throw in yet another AE mission farming reference which if you expect me to still believe you are so full of vitriol merely because of the injustice and not because of any direct involvement in the issue you must think of me and other posters as fools.
You may think you are good at this game, but saying you run out of endurance all the time and also saying you need stamina to even play just shows me you aren't as good as you think you are. You are very badly opinionated, very often wrong (in my opinion) and I'm just glad I don't have to team with you. Forum ignore is the only way forward I fear as ignorant posts only annoy me, even in this thread which is only likely to lead to a flaming contest once you start sharing your opinion on high level fire/kin. An opinion which as already stated, is very judgemental.
A slice of maturity will go a long way, perhaps a few more years? Here is hoping, for your sake not mine I may add.
^^^ Well, when it comes to vitriol, I find your post hard to surpass. Between the half-truths, spin-doctoring and outright venom, I am torn between disgust and amusement.
And who the hell ARE you, anyways? I don't even know you. Attacks out of nowhere for the win, eh?
Have a nice day and get off my screen.
/endthread
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That said, I could see it possibly being useful for AVs (depends on how badly they resist -DMG).
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To my knowledge, they don't.
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Yar, that's why I keep Siphon Power around. AV's only resist -damage to the degree that they resist incoming damage, which for most is very low.
That, and so those in the back line get an extra damage buff.
Victory: @Brimstone Bruce
Brimstone Bruce (lvl50 Stone/Fire Tanker) Broadside Bruce (lvl50 Shield/WM Tanker)
Ultionis (lvl50 Dark/Dark Defender) Cortex Crusher (lvl50 Mind/Kin Controller)
Patronox (lvl50 Kat/Dark Scrapper) Harbinger Mk.7 (lvl50 Bots/FF MM)
NightShift for Life.
Wow. I can't imagine why anyone would take offense.
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Couple of problems here:
1.) Damage enhancements count towards the damage cap. There's no point in slotting for damage if Fulcrum Shift is perma-capping you.
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Yes, all +damage, enhancements or not counts towards the cap. That's why Containment is more broken than Fulcrum Shift is. If Controllers didn't have Containment, nobody would be complaining about how much damage they could do because the cap is fairly low and easy to hit anyway. Which leads to the next point...
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2.) Containment doesn't really become a huge problem until you get close to the damage cap. It flat-out doubles your end damage. If that damage is low, doubling it doesn't cause problems; if that damage is high, it's going to make it even higher.
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Once again, thank you for restating my point. If Controllers didn't have Fulcrum Shift but have Containment, they can still easily do 4x the base damage of their attacks with common IO slotting (and more than that with additional +damage buffs). If Controllers have Fulcrum Shift and not Containment, they can do 4x the power's base damage and that's it. Which one makes the system broken, again?
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3.) There's no way of changing its behavior at the damage cap without changing its behavior at base damage and vice versa. Containment isn't a damage buff; it literally counts as a second attack. It says, "Take whatever damage you do, modified by damage buffs and enemy resistances, and do it again." If you make it a straight damage buff, you run into problems with the damage cap (it becomes easier to cap yourself, but it does nothing afterwards). And you can't make it do different bonus damage depending on how close you are to the cap.
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Completely irrelevant and missing the point entirely. Containment provides a greater damage boost for Controllers than Fulcrum Shift is capable of doing - if you take away Fulcrum Shift from a Controller they can still easily exceed 4x the base damage of a power, but if you take Containment away it will never happen.
Now, I'm not calling for the removal of Containment or any such thing, but since nobody ever complains about the awe-inspiring farming abilities of solo Kinetic Defenders and Corruptors, I doubt the issue is with Fulcrum Shift instead of the thing that doubles its effect. But hey, why pay attention to what the real issue is when we can gimp a popular powerset, right? There sure are a lot of blind or stupid nerfherders on these forums...
it has gone from unconscionable to downright appalling that we have no way of measuring our characters' wetness.
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I notice that 1-DO-ACC-slotted Transfusion simply *does not* hit orange-title NPCs. It seems to have at least a 50% miss-rate with yellow-titles. For as much End as it costs to run it, this is an infuriatingly high miss-rate and I admit to being extremely displeased about it. Eventually it will have three ACCs
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I don't doubt you're missing a lot, but Transfusion really doesn't need 3 Accs (unless you're saying 3 DOs?). It has a starting accuracy of 120%. One or two Acc SOs should be fine.
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Due to end-costs I find this alt to not be very solo-able. I'm going to have to be teamed. I'm not giving up, but as things stand now I have taken math exams that were more fun to run that this alt. I'm hanging in there, however. I sense the potential for tremendous power, and I always enjoy that.
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I applaud your tenacity in soloing your character, but personally I think Kins are pretty terrible for soloing due to their lack of damage mitigation. I think you'll be happier teaming.
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Not big on delayed gratification, tho. lol
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It's a long road to 32, the first big bump where you start to really see the light at the end of the tunnel.
Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.
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Containment provides a greater damage boost for Controllers than Fulcrum Shift is capable of doing - if you take away Fulcrum Shift from a Controller they can still easily exceed 4x the base damage of a power, but if you take Containment away it will never happen.
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Again, the only problem with Containment lies close to the damage cap. Doubling base damage isn't a problem; it's already possible through damage slotting. Doubling capped damage is definitely on shaky ground - and Kins can cap themselves (and all their teammates) with one power, made very, very easily perma.
I'm saying that it's the combination of the two that causes the problems. (And yes, I've seen Fulcrum Shift do similarly terrifying things on Defenders and Corruptors, too.)
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But hey, why pay attention to what the real issue is when we can gimp a popular powerset, right?
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Looking at Fulcrum Shift is hardly going gimp Kinetics. The set has plenty of other perfectly serviceable powers, or it wouldn't ever get to FS level. Siphon Power, Siphon Speed, Speed Boost, Transfusion, Increase Density... the set wouldn't suddenly collapse if FS got tapped.
And I'd like to see it tapped, not significantly nerfed. Its recharge is probably too low for its considerable effect, especially as the set already gives the user Siphon Speed. I'm pretty sure that Kinetics was never supposed to be able to cap a team's damage all the time.
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There sure are a lot of blind or stupid nerfherders on these forums...
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It's entirely possible to think a power is a little out of whack and not be a "nerfherder". In fact, it's extremely rare to actually be a nerfherder. It's an ugly, meaningless propaganda term that really needs to die.
We'll always have Paragon.
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I notice that 1-DO-ACC-slotted Transfusion simply *does not* hit orange-title NPCs. It seems to have at least a 50% miss-rate with yellow-titles. For as much End as it costs to run it, this is an infuriatingly high miss-rate and I admit to being extremely displeased about it. Eventually it will have three ACCs - just as soon as I have everything three END-slotted. At level 12 this seems extremely far away.
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Two acc's is enough. It's also a good candidate for Frankenslotting.
They key at the lower levels, before you get it slotted up, is target the weakest thing you can find. You'll hit minions a lot more easily than lieutenants or bosses.
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The accurate healing sets were made for transfusion and twilight grasp. Since grabbing those neither my /kin troller or my /dark corruptor have trouble hitting almost anything from minions to GMs. Grab the accuracy/end/heal and happy frankenslotting.
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Poor impulse control is a sad thing....
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...but a great badge title, especially for a Kinetic.
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Really? Cause I thought that badge was custom made for scrappers and brutes.
"Hey, slow down! We need to recover from that boss battle. Why are you rushing into the next room already?"
"Poor Impulse Control. It floats above my head and everything."
I'm Tealeaf, and I approve of this message.
See [URL="http://boards.cityofheroes.com/showthread.php?p=2134817#post2134817"]Useful Tagging for the good of the Forum[/URL], my guide to tags.
Stop spamming firecages and your endurance issues will get better at the lower levels. Money says thats whats killing you right now.
If you need to, pick up ring of fire. Some dont tend to take it, but I have it as a set mule for the grav. anchor set you can get at 50 :P
It's mostly useful for AVs and/or GMs... which is nice, because they start showing up a lot in the 40+ arcs.
And they resist -damage with their damage resistance to that particular type (so, if they have 0% fire resistance and 50% smashing they'd be at -80% fire damage and -40% smashing, for example); AVs don't have any special "rawr, I'm an AV you can't touch me" effect for -damage.
And really, Fulcrum Shift isn't overpowered nearly as much as Containment is; a Controller at the damage cap deals 4x base damage on the attack but is limited there, and a Controller with 100% damage slotting deals (with Containment) 4x the base damage of the attack, and can go higher.
I think you're looking at the wrong thing.