Miladys_Knight

Renowned
  • Posts

    2222
  • Joined

  1. Miladys_Knight

    Ice/?/?

    My Mind/Ice/Fire is my current favorite Dom. Mind/ gives hard and soft controls, /Ice gives more soft control and Damage and //Fire gives fast animating AoE carnage. Permadom makes it magnitudes better.

    Ice/Earth/Ice is a fun thematic combo well suited to being in melee range and going smash. Mine has a Norse theme. I start off with Ice Slick, slap Block of Ice on the target that is the greatest threat, follow up with shiver and move into melee range, then I let Artic Air take hold and start in with single target and PBAoE smash.

    Once I have every thing at the -rech cap I'll frost bite and drop sleet and Ice storm on the spawn then continue with the melee smash. Domination doesn't help much with this type dom so build for defense and use domination as a free breakfree and free blue bar fill.
  2. Quote:
    Originally Posted by Katten View Post
    Take your vote, I'll tally it up each night.

    1.) Full Auto - For your OG Blaster 360 camera spin goodness. Immediate activation, super narrow cone that begs to be range boosted. 10 Targets.

    2.) Rain of Arrows - Back in the day this was a game changer, things like shield charge and lightning rod didn't exist, and NOTHING could level a spawn like this could excepting crash nukes. Easy to Target, Rain means high target cap, Comes with aim, can be used around corners and walls. Only downside, long *** activation time leaves you on the razors edge of aggro death, trying to beat the team to the next spawn before they could kill what you wanted to kill.

    3.) Hail of Bullets - I haven't experienced this yet, but from what I can tell you've got an incredible animation, fast activation, and all the pros and cons of being a PBAoE (you have to be in the middle of the spawn, but you hit 16 targets and you don't need to take time aiming). Multiple ammo types is a bonus, and you do more damage than full auto, at the expense of twice the recharge of FA or RoA (2mins) ------ Of any, best pairing with psyshock.



    If you prefer Hail of Bullets, explain to me it's awesomeness, I'm thinking about making a DP and that may push me to getting it done.
    Rain of Arrows is number 2.

    My favorite is LRM.

    HoB is the least awesome of the 4.
  3. Quote:
    Originally Posted by DarkGob View Post
    Doy, I was doing the math wrong. Mids can take into account Hasten's effect on itself, but AFAIK the in-game real numbers never do, even when the power is active.

    Anyway, the rest of what I said still stands. I don't really know what you expected, but the Common boost does give a noticeable difference, albeit small, but you will notice it more and more and you proceed up the tree.
    I wasn't expecting it to work on things that weren't affected by recharge like SoW and OWtS. I was expecting it to work on domination, just like I was expecting Nerve to help with Nem staff, Black wand, Sands, the ghost slaying axe and all of those other cool temp powers that aren't so cool because their acc sucks and can't be enhanced.
  4. Miladys_Knight

    Mob AI issues

    Quote:
    Originally Posted by Supernumiphone View Post
    That's quite a surprise to me. I've never been able to shut off a spines warden's quills by holding them. I've always presumed it was an auto power for them rather than a toggle. I'll have to try again now. I've given up trying since it never worked. It could be that different wardens in different level ranges are coded differently and the higher level ones do use a toggle.

    Confusing them has always worked for me in the past as well. It's really been the only way I know of to avoid taking damage from quills when in range, since holding them never did the trick.

    There have occasionally been bugs with confuse where it shows purple bubbles even when the confuse is not in effect. I wonder if that could be what's happening here. Certain LB wardens have a leadership power that grants confusion protection, which shows by the little purple shield icons floating around those affected. Is it possible there was another warden in the room granting the spiner confuse protection?

    As to the clockwork, they have strange aggro rules. I know there have been times I've tried to pull one and if I kept breaking line of sight sometimes it would ignore my attacks, to the point of allowing me to completely defeat one without it responding.

    Edit: Actually I believe it's LB officers that have the leadership power, not wardens.
    Having a bug that shows the confused icon on the mob when they aren't really confused would explain some of this. It would also partly explain those instances where confused mobs chase me until their queued melee attack resolves against me and then run off to attack their friends.
  5. Quote:
    Originally Posted by DarkGob View Post
    You only have the Common boost. Uncommon, Rare and Very Rare boosts bypass more ED, up to 2/3 of the boost (so on your 3 recharge-slotted Hasten, approximately 22% with the VR). Also, a power's improvement by a given Alpha boost will not be as much as another power's if the first power is already ED-capped while the second power isn't slotted at all. You also get a level shift with the Rare and Very Rare boosts.

    Actually I'm a little confused by your numbers though, your recharge time without the Spiritual is 3:48? I just pulled up Mids, unless you haven't slotted Hasten at all I don't see why its recharge time is anything more than 3 minutes. 3-slotted Hasten + Spiritual Common + 96.25% global recharge should be just about enough to make it perma (depending on whether you've slotted level 30 or level 50 recharge IOs).
    Quote:
    Originally Posted by Miladys_Knight View Post
    For the blaster, real numbers shows hasten's recharge, at level 50 with Hasten slotted with 3 level 50 Common Recharge IOs, as 3 minutes 35 seconds whether the Alpha is empty or slotted with Spiritual Boost.

    For the Dom, real numbers shows hasten's recharge, at level 50 with Hasten slotted with 3 level 35 Common Recharge IOs, as 3 minutes 38 seconds whether the Alpha is empty or slotted with Spiritual Boost.
    Quote:
    Originally Posted by Miladys_Knight View Post
    Ok I re-read this. For the Dom, from the enhacenment screen, it's showing as 3 minutes 48 seconds without the Spiritual Boost and 3 minutes 38 seconds with the Spiritual Boost.

    Clicking on the info button on the power shows 3 minutes 48 seconds in both cases.

    The info from the official site and from the different displays is quite misleading. This isn't nearly as potent as it looks.
    Yep all there. Too many things here that make no sense, contradict each other, are just flat out incorrect or are misleading.
  6. Quote:
    Originally Posted by Zombie Man View Post
    Yep, that's where it shows up in 'real numbers', not the Combat Attributes screen.

    Look at a power that can take recharge but currently doesn't have any recharge slotted: it will say there's 33% recharge in that power... that's from the Alpha Slot. Unfortunately, the amount that the Alpha Slot is giving to that power isn't broken out into a separate number like the IO Set Bonuses are in the Combat Attribute window.

    If you have an Alpha Recharge universal enhancement, it only effect powers that can take a Recharge Enhancement.
    Ok I re-read this. For the Dom, from the enhacenment screen, it's showing as 3 minutes 48 seconds without the Spiritual Boost and 3 minutes 38 seconds with the Spiritual Boost.

    Clicking on the info button on the power shows 3 minutes 48 seconds in both cases.

    The info from the official site and from the different displays is quite misleading. This isn't nearly as potent as it looks.
  7. Quote:
    Originally Posted by DarkGob View Post
    Domination isn't affected by the Alpha Slot because it can't be enhanced. Hasten should be though. Go onto your enhancement screen and look at the real numbers for Hasten before and after equipping your Alpha Slot. it may only be a difference of a couple seconds with the Common boost, but it should be different.
    For the blaster, real numbers shows hasten's recharge, at level 50 with Hasten slotted with 3 level 50 Common Recharge IOs, as 3 minutes 35 seconds whether the Alpha is empty or slotted with Spiritual Boost.

    For the Dom, real numbers shows hasten's recharge, at level 50 with Hasten slotted with 3 level 35 Common Recharge IOs, as 3 minutes 38 seconds whether the Alpha is empty or slotted with Spiritual Boost.
  8. Quote:
    Originally Posted by Maelwys View Post
    Recharge from the Alpha Slot isn't "global recharge".
    And only a small percent of the standard "common" boost ignores E.D.

    http://wiki.cohtitan.com/wiki/Alpha_Slot_Abilities
    From the official CoH website:

    Spiritual Boost [Common]
    For all powers: Increases Recharge Rate by 33%.

    One-sixth of these bonuses ignore the effects of enhancement diminishing returns.

    I'm getting NO benefit from Spiritual Boost unless Hasten and Domination aren't considered powers. There is no difference in the recharge speed of my powers at all between having Spiritual Boost slotted or removing it from the Alpha Slot.
  9. Miladys_Knight

    Mob AI issues

    I've been playing my Plant/TA/Fire controller and my Mind/Ice/Fire dom quite a bit recently and have noticed the following odd mob behaviors:

    Clockwork - on the Synapse taskforce. When applying Seeds of Confusion to a spawn of clockwork, instead of self herding and attacking each other the clockwork follow my controller but make no attacks, not against me or each other. The clock work are clearly confused and the confuse icon is clearly visible. It's happened often enough that I noticed it but it's not 100% reproducible.

    Longbow Wardens - on the Polar Shift tip mission. The wardens that have the spines powers. Quills does not change targets when confused and doesn't detoggle when they are slept. With Domination active I was standing near the spawn and hit it with Mass confusion. The Warden was confused, aggroed, and turned on Quills. The confused icon was clearly visible. The spawn wasn't taking damage from Quills but I was.

    I triggered Mass Hypnosis. The entire spawn went to sleep, including the warden, the ZZzzzzs icons were clearly visible. Quills did not detoggle and continued to do damage to me and not to the spawn. None of the other mobs were awakened by damage.

    I then used Dominate on the warden and he finally detoggled.

    This behavior was repeated by other Longbow Spawns on that map, which is why I'm posting it here.
  10. I have 2 characters that apparently aren't getting any benefit from slotting Spiritual Boost into the Alpha slot.

    According to real numbers my Energy/energy/force blapper has 96.25% global recharge from set bonuses. When I slotted the Alpha with Spiritual Boost there was no change to the readout on recharge for real numbers and with hasten running + the spiritual boost, hasten should easily be perma. It's not there's only a couple of seconds of overlap and if I have been slowed at all hasten drops out.

    I have a Mind/Ice/Fire Dom that I recently slotted with the Purple sleep set bringing his total global recharge up to 86.5% without hasten. Slotting Spiritual boost into his Alpha slot should should bring his global recharge up to 119.5% making Domination perma without hasten. It's not. Combat attributes is still showing 86.5% recharge and Domination is still expiring a few seconds before it recharges.
  11. My Ice/Rad is one of my most powerful team controllers...... but the thing that makes it powerful is the very things that you dislike.

    There are lots of toggles, the first 6ish seconds of every battle are applying debuffs.

    The damage is tremendously anemic. Jump kick does more damage faster than any of your other powers including Jack Frost. Definately not a soloist but there are only a few team oriented controllers out there that could be called "more powerful" in terms of control.
  12. A /TA secondary would be very much welcomed by me. It would make a really good Natural thematic pairing with Archery/. I wouldn't even complain if it was paired with MA to flesh out the set.
  13. Out of your list I would go with the Mind/Energy/Lev but if it were me it would be a Mind/Energy/Fire.

    My Mind/Ice/Fire is one of my favorites, Energy was a strong contender for secondary but Frost Breath beat out Whirling Hands.
  14. Quote:
    Originally Posted by JD_Gumby View Post

    To you, perhaps. Not everyone has the Go! Go! Go! mentality where speed is everything.
    I was speaking numerically not anecdotally.
  15. Quote:
    Originally Posted by Another_Fan View Post
    Played both. Its one thing to do that kind of damage over 11 seconds while the spawn is trying to kill you. Its another to do that kind of damage in the space of 4 seconds while the spawn either doesn't know you are there or they are being knocked around and can't do anything about it.
    Why? Solo I can consume a tray full of insps and deal that damage in relative safety and when I'm done with the spawn I have a full tray of insps again and 30 seconds (or more) duration on the previous batch of insps.

    Teamed I'm buffed, the enemy is debuffed and/or controlled, and the tank has them all in a neat pile for me to obliterate.

    Devices doesn't work that way. It takes 3 times as long to do 75% of the damage for a safety trade off that isn't a good trade at all. Devices isn't a good set for teaming, its powers are all marginalized by the presence of teammates, and/or IO sets. Its an OK set for soloing it's very safe and very time consuming. The risk to reward ratio is very much out of kilter for /Devices. It's also the set that gets the very least out of defiance and the only one that didn't do well when defiance was updated.

    Quote:
    Of course if it were a melee toon it would be able to stand in that spawn picking roses.
    Indeed, blasters are still at a massive disadvantage when compared to a melee toon mostly due to the dev vision for the AT.

    Quote:
    Currently getting the boss on the time bomb when he needs to be is vaudeville. Laying down the 5-6 trip mines you need to make that work limits the rate at which it can be used.
    It's not hard to do, its merely time consuming. The reward is NOT worth the time it takes to pull it off. Both scenarios are broken and in need of repair.
  16. Obitus you've hit the nail directly on the head. This is, part and parcel, the entire problem with blasters.

    Even with all the blaster problems it's one of the most played ATs mainly because of comic book fandom. All most all the coolest Heroes in the comic books were blasters.

    Unfortunately our blasters don't live up to the comic book image and for a new player the blaster is the most difficult and frustrating AT to play. It's the one and only blue side AT where the primary, secondary, and epic don't give you all the tools that you need to both win and survive, hence the reliance on inspirations and set bonuses.
  17. Quote:
    Originally Posted by Another_Fan View Post
    Sorry I seem to not be conveying my point.

    Yes you can do all the above with primaries. If you have the secondary doing it as well you have the ability to do that X2. Its pretty obvious from where the devs placed the stops on blaster damage they don't want that kind of damage as mitigation available to the AT. Which is why I'd be willing to bet blasters dont get the ability to take out bosses with a sequenced attack that they dont get to reply to.
    Ever play a Fire/Fire or a Rad/Fire? My Rad/Fire can put out about 50% more damage in 11 seconds of casting time than you can get with Trip Mine, Time Bomb, Aim and RoA and it can kick that kind of damage out every 30 seconds, and the lions share of that damage is from the secondary. Fire/Fire does it faster because Breath of Fire, Fireball, and Rain of Fire animate in less time than Iradiate, Electron Haze, and Neutron Bomb.

    Also my Arch/Dev CAN take out a boss with a sequenced attack that they don't get to reply to. RoA is a non-targeted AoE. It can be fired around a corner without LoS. Trip Mine and Time Bomb don't require LoS either.

    Even without criticals from Trip Mines, a stack of 4 with Time Bomb, and RoA + Aim will take out Bosses that aren't highly resistant to Lethal and Fire.

    Oddly enough my Arch/Energy/Mace Blaster with Cardiac slotted can do it too...... but in about 1/4 the time it takes to set up the devices.

    Edit

    Quote:
    edit: Reread, think i see what is being missed.

    If you decrease the cast time of time bomb it will be buffed by aim from sets that have it.

    In the the toe bomb scenario you could hit aim drop time bomb have it explode while still buffed, drop trip mine have it explode while buffed, and finish with inferno, nova, psy wail etc all in that window.

    That is more damage than build up+ any of the attacks from the other secondaries.

    Should that be possible ? I think so but if you look at blaster performance its significantly above the rest of the AT.
    Again all ready possible as the buff from inspirations lasts for 60 seconds. Soloing outdoor maps with my Rad/Fire at +0/x8 and having 5-15 active inspirations is a common occurrence. Not so the Arch/Dev.
  18. Quote:
    Originally Posted by StratoNexus View Post
    Interesting. I like the idea that it could affect pets.
    Standard code rant applies but, they "could" make it do that by making the TD ticks still occur every .5 seconds but have the buff last 260 seconds (the life of trip mine) and making it so that it doesn't stack. Since buffs on the caster are copied to psuedo pets when they are summoned this would do the trick for all blasters regardless of primary. (Provided the devs code Gun Drone as a Psuedo Pet rather than an actual pet.) It would also mean that TD would still provide it's benefit to the tier 1 and 2 primary and tier 1 secondary while mezzed solving that little problem too. (Unless you get chain mezzed for more than 260 seconds.

    Quote:
    I am not sure what the check twice part means. I thought the -perception was auto-hit, only the debuff portion rolls to-hit.
    Sorry. disregard. That's PvP I was thinking about.
  19. Quote:
    Originally Posted by Another_Fan View Post
    Well /shield isn't the best thing to compare it to even /fire isnt the best thing to compare it to. Both of those are offensive defensive sets that really don't penalize the characters that take them sufficiently in an IOed out world.

    Anyway I was looking at overall set balance not a particular power. Just from the way you have that set up, You could stealth into the middle of a spawn hit Aim, drop time bomb and drop a trip mine on top of it while its counting down and then fire off your nuke all buffed by aim and or defiance. That is just a bit much looking at past behaviour.

    It might not even be wrong but its something that should be done in conjunction with correcting the overall AT.
    You can all ready do this....... every ~180 seconds with SOs and Hasten.

    It takes planning, timing, and a bit of luck to do it. It also takes 25ish seconds to pull off (my Arch/Dev does this all the time). You place the time bomb behind the spawn, the trip mine in front of the spawn on a caltrop patch and then back away to 90 feet, hit Aim and RoA just as the Time Bomb starts flashing faster.

    The Boom and RoA hit at the same time. The KB propels any still living mobs on to the Trip Mine for a spawn finishing Boom. Stragglers are easily finished off with Fistfull or Explosive.

    Oh, that's too much you say? Strangely enough you can do that same amount of damage in 8.5 seconds with Aim, RoA, Fistfull, Explosive, Fistfull plus you get another 10%ish damage from defiance.

    With the above set up for Time Bomb and Trip Mine the huge defiance buffs from those powers wear off long before Time Bomb explodes, essentially providing no benefit. If you fire off RoA before the defiance buff wears off none of the mobs will be in Time Bomb radius when it finally goes off or you'll have killed all the mobs. Numerically you are better off dropping Time Bomb at your feet and ignoring it, and using the 52% defiance buff on your AoE salvo (it lasts 15 seconds). You "might" catch a boss in the explosion if you (or it, depending on the boss) can survive the 15 seconds to detonation.
  20. Quote:
    Originally Posted by Another_Fan View Post
    I dislike the current devices but those changes are way too much. That would make it more powerful than any other set in the game.

    Trip mine at 1 second cast will let you continuously drop mininukes. Timebomb at that point is a full on nuke that you can pair up easily. All you need is high recharge and you will be doing more damage with those two powers than complete sets do.

    You wind up with something like the old /psi doms destroying everything with psi shockwave.
    Ok I'll marginally give you trip mine, but only marginally. It's damage is only 30 base higher than Thunderstrike and the recharge is identical. The current 9 seconds total cast time (cast + interrupt) is far too much and makes it nearly useless on a team. (Personally I believe that no blaster power should have a cast time greater than 2.5 seconds but that is a subject for a different thread.)

    I won't give you Time Bomb at all. Scrapper Shield charge is in a defense set, it has a 90 second base recharge, it does 113 damage per attack in a 20 foot radius, it's easily self buffed with AAO (let alone with build up) to double that amount of damage, has an identical chance to do Knockback, and has an un-interruptible 1.5 second cast time.

    LRM is a blaster ancillary power. It has a 240 second recharge, does 155 damage, it can be buffed by both Aim and Build up, and launched at the mobs from snipe range (or farther with proper slotting/energy secondary/Incarnate powers).

    Time bomb has a 360 second recharge, can't be buffed by powers in the primary or secondary (the buff from Aim doesn't last long enough, nor do the ticks from Targeting Drone ), and does 278 un-enhanced.

    RoA by comparison does 225 with a recharge of 60 seconds, 4 second cast time, range 90 feet, and buffable with Aim and Build up.

    Time Bomb doesn't even come close in comparison.

    Cloaking device is barely better than a single IO and it costs endurance to use (and is therefore suppressed by mez). A serious buff is in order.

    The devs know Gun Drone sucks that's why they gave Malta a version that works.....
  21. Miladys_Knight

    Time Bomb

    Quote:
    Originally Posted by JD_Gumby View Post
    Yadda, yadda, yadda. Time Bomb's fine as it is. You trade speed for an extreme amount of damage, with lots of KB, at a safe range that you can immediately follow up with another attack while it's in the process of blowing up, which means excellent safety.
    No, you don't trade that. He's right you give it all up and get nothing back. You get nothing from the power teaming unless you get really lucky or are on a team of n00bs moving at a snails pace.

    Rarely will you get it to do any damage at all for the reasons he mentioned.

    You aren't safe either because the team will get you killed by attacking while you are trying to finish setting it up.

    Good luck trying to get another shot in while it's blowing up. IF there are any Mobs left when it does finally blow up there won't be anything left for you to shoot with your follow up shot.

    Time Bomb and Gun Drone are egregious powers, having cast and interrupt times that are huge outliers when compared with any other power in the game.
  22. Quote:
    Originally Posted by Bright Shadow View Post
    Bright Shadow's Official Devices Redesign:

    1. Web Grenade: Untouched.
    2. Caltrops: Untouched.
    3. Taser: Untouched.
    4. Targeting Drone: Untouched.
    5. Smoke Grenade: Untouched.
    6. Cloaking Device: Allow Stealth Strikes when successful attack is made while hidden. Stealth Strike would be weaker than Critical Damage.
    7. Trip Mine: Untouched.
    8. Time Bomb: Make this power more useful by reducing its cast time to a value even smaller than Trip Mine. The power's damage is already balanced by the fact that it is incredibly hard to time it with the movement of enemies; it doesn't need a massive cast time. It also fits thematically because a bomber usually doesn't BUILD a bomb on the scene. You just place the bomb and press a button to arm it.
    9. Gun Drone: Replace with Seeker Drone equivalent.
    I have a better idea.

    1. Web Grenade: Untouched.
    2. Caltrops: Untouched.
    3. Taser: Untouched.
    4. Targeting Drone: Add a 10% global damage buff to the owner to make up for the lack of the aim power OR program it so that it affects pets and pseudo pets belonging to the caster so that it actually helps you with a good chunk of your secondary powers. Making it so that it doesn't suppress when mezzed so that it actually works with defiance would be a nice touch too.
    5. Smoke Grenade: Remove the to hit check roll from the debuff portion of the power. Having it check twice is double dipping and makes the power suck far more than it should.
    6. Cloaking Device: Double the stealth and defense values.
    7. Trip Mine: 1 second cast time. Remove the interrupt.
    8. Time Bomb: 2 second cast time. 4 second count down. Remove the interrupt.
    9. Gun Drone: Replace with Malta version. (ie: 1 second cast time, no interrupt, the gun drone stays until destroyed.)
  23. Force Fields. Soft capped defenses for the team, mez protection for the squishies. Nothing else comes close.
  24. Miladys_Knight

    Market Bug?

    To answer your question it's the buy it NAO mentality. I saved quite a bit of change today simply by bid creeping. I picked up several items that had last 5s in the 2-5 mil range for between 500k and 1 mil.

    People are just lazy or ignorant.
  25. Most of the folks here are saying Fire/Fire/Fire and build for S/L defense but I have to say that my Rad/Fire/Mace out does my Fire/Fire/Fire by a fair amount. I would recommend that instead.