Choking Cloud
I'm not sure what you mean by check twice before an escape. If you mean "if a target is held by choking cloud, will choking cloud have two chances to reapply the hold if its hold duration is 10 seconds" then the answer is yes. You're not going to have 1 in 400 enemies being unheld though.
Only 1 in 20 after the first check. But wouldn't it be 1 in 400 (of those in range) after the second check? Do held mobs get checked for a reapplication?
Choking Cloud requires a more in depth explanation of how it works. Local Man has a good Ill/Rad guide (http://boards.cityofheroes.com/showthread.php?t=141225) that explains how it works. Here is an excerpt from it:
Level 28: Choking Cloud - PB AoE Toggle Hold While active, you generate toxic radioactive gas around yourself. Any nearby foes may be overcome by the gas, leaving them choking and helpless. Accuracy: 50% (cannot be enhanced) for Mag 2 hold, 80% for Mag 1 hold. Range: 15 ft. Endurance: 4.16 per 5 sec. (0.832 per sec.) Recharge: 90 sec. Cast time: 2.03 Sec., Activates in 5 Sec. Radius: 15 ft. from Anchor Max Targets: 16 Duration: 7.45 sec Hold, Mag 2, every 5 seconds (at Level 50) Effect: ToHit Check, then 80% chance of Mag 1, 50% chance of Mag 2. Choking Cloud (CC) is one of two toggle AoE holds in the game. (The other is Mind Control's Telekinisis.) CC is one of the two Rad powers that requires you to be in melee range. It can be very effective and it works automatically. However, I recommend against taking Choking Cloud on an Illusion/Rad. Why? CC is a PB AoE hold power with pulses every 5 seconds. How it works is that your character runs/jumps into the middle of a gang of bad guys. After anywhere from 0 to 5 seconds, the power makes a ToHit check for each foe. If the god of averages is with you and the power hits, then it makes a second check. 80% of the foes will be hit with a Mag 1 hold, which does nothing, and 50% of the foes will be hit with Mag 2, which holds minions. These two types of hold stack, resulting in a combined percentage chance of: 10% chance of no hold at all, 40% chance of only Mag 1 that will not hold anything (other than maybe Rikti monkeys), 10% chance of Mag 2 that will hold minions only, and 40% chance of Mag 3 that will hold Lieutenants or Minions. Any foe actually held will have a green puff of gas show up at their face, showing that they are choking and held. Any foes not held have another 5 seconds to attack you or do whatever before another pulse. All foes in the area will make the check again, where some new ones will get caught by the hold, and others previously held will then not be re-held in the next tick, so when the hold runs out, they will be free. It draws aggro, which can result in a faceplant. It uses a HUGE amount of endurance, substantially reducing other things you can do. You won't have the endurance to chain single target attacks to take down bad guys for very long while running CC. This means that even if you can hold them, you can't take them down - and Phantasm is very likely to knock foes out of the Cloud, making it useless. At a minimum, you have to slot it with 5 slots. (With some IO slotting at level 50, you may be able to cut that to 4.) CC provides minimal benefit for lots of risk for an Ill/Rad. I tried it once and absolutely hated it. On the other hand, I LOVE CC for a Fire/Rad. With Imps, Hotfeet and Choking Cloud, a Fire/Rad is an AoE damage machine. Ice Control has Arctic Air, which can combine with CC to keep the baddies slowed and confused until CC can take hold. Since Illusion does not have any power to back up Choking Cloud, it is very skippable. However, some people like it, so if a toggle melee hold appeals to you, try it out. You will probably not want Phantasm around because he WILL knock the foes out of the cloud. On the other hand, if it hits, CC then has a 90% chance of hitting foes with a Mag 1 hold. This does nothing by itself, but will stack with Blind, Flash or EM Pulse to be able to hold bosses. If you take Choking Cloud, it is important to fully slot it for hold. At level 50, the hold lasts for 7.45 seconds, and the pulses happen every 5 seconds. That means that if a foe is held in one pulse, you only have the second pulse to try to continue the hold while the first hold is in effect, with only a 40% or 50% chance of continuing the hold. That first pulse will run out before the third pulse. But if you fully slot for hold duration (95%), it almost doubles the duration of the hold to just short of 15 seconds. That means that you get the second, third, and fourth pulse to try to continue the hold. This increases your likelihood of continuing the hold to somewhere over 80%. Therefore, I do NOT recommend giving up Hold Duration for damage procs -- slot up that Hold Duration first. Slotting: 3 EndRdx, 3 Hold. At the level you get this, you can easily start with some IOs. IO Sets: Hold Sets. Because of the high endurance demand of CC, a full Hold set will not be that helpful. You want to "frankenslot," mix and match sets to maximize Hold duration and EndRdx. Leveling up, my cheap slotting for my Fire/Rad was 2 EndRdx IO's, 2 Hold IO's, 1 Ghost Widow End/Hold IO, and the Ghost Widow damage proc, "Chance for Psi Damage" to add some damage. Even better than the chance for damage procs is the Lockdown "Chance for +2 Mag Hold" proc, which is wonderful for this power since CC has a 90% chance of getting a mag 1 hold -- when that +2 mag hold hits, it will hold bosses. There is also some discussion that although the power does not take accuracy enhancements, the accuracy can be enhanced by use of Hold set enhancements with Accuracy, so you could go with EndRdx/Hold from Ghost Widow, Neuronic Shutdown and Essence of Curae, Acc/Hold/EndRdx/Rech from Lockdown and Basilisk's Gaze, plus a damage or hold proc. At level 50, one nice slotting is Unbreakable Constraint End/Hold and Chance for Smashing Damage, Lockdown Acc/End/Hold/Rech and Chance for +2 Mag Hold, Ghost Widow End/Hold and Essence of Curare End/Hold. Recharge: Four Basilisk's Gaze gives 7.5% Recharge. You will need to add more EndRdx and Hold, however -- if you take it, which you shouldn't. Why would you need Choking Cloud for a Perma PA build? |
Assuming you have slotted CC with Acc and your combined global ACC puts it at 95%
Your chance to hold after the first pulse on an even minion is 47.5% (slghtly less than half)
Your chance to have that minion held after the second pulse becomes 72.4%
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Thanks for the valuable info, guys. I'm going to try it on a Rad/Rad, full-slotted with the Lockdown proc. I think it will be useful for soloing, where the aggro really doesn't matter. Dark Consumption should make the End manageable. Mez will get thru occasionally, but if there was no skill involved it wouldn't be any fun.
Thanks for the valuable info, guys. I'm going to try it on a Rad/Rad, full-slotted with the Lockdown proc. I think it will be useful for soloing, where the aggro really doesn't matter. Dark Consumption should make the End manageable. Mez will get thru occasionally, but if there was no skill involved it wouldn't be any fun.
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BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
If Hold Durations push this over 10s, will it check on every mob twice before an escape? (Effectively reducing free range mobs from 1 in 20 to 1 in 400).