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Posts
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Quote:Steamy Mist and a stealth IO or Super Speed means that the mobs don't get a ranged attack off before their to hit is debuffed. It's all in play style choice. That said I still use the same slotting of:I disagree. Hurricane doesn't help against ranged attacks. Instead Hurricane slightly increases the likelihood of getting attacked with ranged attacks. Even if Steamy Mist gave +res to S/L/F/C/E/N instead of giving it only to F/C/E it would be better to slot it for defense in many cases.
1 Lotg +7.5
2 Cytos
2 Ribos
1 Steadfast Res/def
To maximize both aspects especially since it grants both that defense and those resists to team members in the area of effect. -
Quote:In the case of Steamy Mist you may be best off slotting for resists simply because Storm has Hurricane which can put you over the softcap on it's own against even cons. Dark gets you respectable numbers of -to hit also. Cold.... not so much.But the blanket statement which I've seen over and over again that slotting for resist is simply best on these powers is simply false, IMO. My advice would be to really look at how you these powers would play out on your build before following the conventional wisdom here - you can also frankenslot for resist/defense/endurance if you don't need set bonuses.
Set bonuses can also garner you quite a bit of defense but resistance set bonuses are few and far between.
That said I always slot powers of this type with
1 Lotg +7.5
2 Cytos
2 Ribos
1 Steadfast Res/def -
Quote:That's if you team. I don't have to team and yes 7.7 second set up time is nothing when I'm solo - pounding +4s. It's not only the -75% damage from the slows. It's also any resistances you have from any other souce like your PPP or even tough. Since the reduced damage from the -rech stacks with any other resistances you have you can cut the damage down even further. Add a few defense set bonuses and you have 3 layers of mitigation (4 if you go perma dom and get your mez protection permanently). You almost have to try to lose to get defeated.If the dominator has sufficient mitigation to survive a 3.1+2.2+2.4=7.7 second setup time (not counting the "run into melee and let AA 'kick in' comment") while fighting +4's, then it's generally safe to say that the team already has enough mitigation that the 75% rch slow doesn't mean crap.
Also, Frostbite with 2 procs is not really "decent damage" for a dominator. Heck, Crushing Field with 3 procs wasn't "decent damage" *before* the buff, and procs do proportionally less damage now (admittedly a gigantic area of effect, though).
When I say decent damage from the procs that's what I mean. Any time the IOs proc I get free damage from a power that I'm using for mitigation that typically does very little damage and many Doms skip. Since Ice/Earth is mostly single target oriented I can ignore minions and just use my single target hold on lieutenants while I concentrate on the boss(es). Try running hero stats sometime. You'd be surprised just how much damage you add with those 2 "tiny" procs precisely because the area of effect is large and the power recharges quickly.
By the time the bosses are down the minions are also down just from colateral damage from Frostbite, the procs, Tremor and Fissure. The lieutenants are down to 1/3 or so remaining health at that point and are easily picked off.
No it's not a farming build but it gives you the ability to hang fire with a single target squishy and still come out on top. -
Quote:It's very good hyperbole. Last time I checked each primary had 9 powers in it. Ice/ must be pretty good if you only need to use 3 to provide maximum mitigation for both yourself and the team vs +4 mobs.So... if I continually maintain 4 powers from my primary on an entire spawn, I can get decent mitigation. Yay! [Ok, maintain 3, but I'm going for hyperbole here.]
The complexity of said task is representative of why I suggest that Ice seems decent as a controller primary, but not a particularly good one for dominators.
You only need to cast ice slick once per spawn, the - rech in Shiver lasts 18 seconds, the -rech in frostbite lasts 15 seconds. 1 application of each of those powers (plus Arctic Air) is -135% to rech which keeps +4s (or lower con mobs with some slow resistance) just under the -rech cap.
Stacking Frostbite again keeps +4s at (over) the -rech cap. Since you can't slot for -rech (and doing so would be redundant if you could) you can 5 slot posi (every thing but the dam/range) and throw Crap of the Hunter proc into Frostbite and not only maintain your mitigation vs +4s but deal decent damage at the same time.
What's not to like about that? -
Indeed. You may wish to try your concept as a Mind/Psi dominator instead. Far from under powered its one of the better combinations on red side.
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You could go with Psi epic to plug the hole in your psi resistance..... unless you are set with dark for concept reasons.
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Your problem with Rad/Ice will be surviving the alpha strike. Most of Rad's AoE damage is short ranged or PBAoE so you'll need to be in close/melee range to be effective.
Your primary has a stun and your secondary has a hold so you won't be able to lock a boss down quickly or safely unless you take elec or fire as an epic for another ranged hold.
On the other hand. Many of /Ice's powers work well in close/melee range. Shiver from range and jump in with Chilling Embrace running will keep +2/+3 mobs at the -rech cap.
You will probably be best off slotting ranged defense sets up to about 25ish%. That and supplimenting with purple insps will reduce the damage from the alpha enough to allow you to get into melee range where the mobs will stay at the -rech cap long enough for you to thin out the spawn to levels where you can survive.
It should be a fun build. -
My energy/energy blaster has this happen on occasion. I have the +end proc from performance shifter slotted and if it happens to tick after the game has decided that I've nuked and starts the end crash, but before the end bar bottoms out, I have 10 end to play with and my toggles don't drop.
It can't really be planned for, that I have able to figure out, but it's nice to have Combat Jumping still running post nuke so I can hop out of melee range of the 5% of remaining mobs that I always miss. -
Quote:That's what Ice Slick is for. You drop it to mitigate the alpha. Throw in shiver, close to melee and wait til AA takes hold then frostbite the spawn.With "if you can survive the alpha strike" being the "virtual" difference...
At that point Ice Slick has done it's job, the +4s are at the -rech cap and all you have to do is Shiver and Frostbite every time they recharge and just smash the rest of the time. -
Artic Air + Shiver + Frostbite will keep +4 mobs at the -rech cap (75% which is the same as saying that enemy powers take 4 times as long to recharge) That's virtually identical to having 75% damage resistance (both cases reduce incoming damage by 75%)
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I use + damage bonuses only when my burst damage is too low. For instance:
If I use my Fire/Energy Blaster, unload all my AoEs, and I consistantly have minions with a sliver of health left I'll slot up a few global damage bonuses until the minions are gone in my opening salvo. If I'm having no sliver minion issues I slot for recharge instead. -
It's pretty decent for melee and single target SMASH! I wouldn't use it to farm though. Most of Ice/ powers work nicely in melee and so do /Earth.
Drop Ice slick, move into melee with Arctic Air running, Cast shiver when ever its recharged and you can handle +2/ X3 with just SOs. -
My fastest leveling defender soloing was my Rad/Dark.
/Dark has some very nice AoE/Cone damage and has tools in both Tenebrious Tentacles and Torrent to keep the spawn (even when set to 8 Players) bunched around your anchor.
The to hit debuff in the dark powers also stacks nicely with the to hit debuff in radiation infection. With out any defense slotting at all, just slotting rad infection up to the ED -to hit cap and stacking your cones with out to hit debuffs you can keep the equivalent of softcapped defenses against +3s. Minimal defense slotting from combat jumping/manuvers and/or a few defense set bonuses or a small purple insp will keep you at the soft cap against +4s.
T_T will keep things immobilized and out of melee. If too many things get away from you choking cloud (especially with the lock down proc) and EM pulse will allow you to recapture the situation. -
Quote:It's been proven time and again that you don't need to farm (at least on blue side where the market is healthy). All you have to do is play the game and sell (or craft and sell) your drops. The problem is that everyone that complains is only looking at the buy price. Just like any other economical trades when prices are high you should be come a seller, and when they drop its time to buy.it would be easier to get stuff on the market that and Everyone Wins, the only Winners right now are The farmers and that only because farmers farm for Stuff like pvp and Purple Drops. Not Everyone wants to spend there game hours farming all day just to make Money, we just rather want to have fun. Well they are changing the market Design for Issue 17, So who really no whats going to happen.
Unlike in the real world everyone in CoX that uses the market is both a buyer and a seller and the size of the market is entirely determined by the number of players using the market, how many characters they have using it, and how high level (ie: how many transaction slots they have). One way that the devs could take some pressure off the market and make it healthier is just to triple the number of transaction slots every toon has available. -
Quote:Lol I just thought of something Ragman. I bet you aren't in favor of market caps any more. Scenario:I, for one, have been calling for caps on the market for a long time. I propose a much lower cap. Maybe 20 million? 25 million? I am certain that I, for one, would be able to get much richer much more easily if we had such a low cap. I'm totally on board with any effort to implement market caps of any sort.
RagManX
A market cap of 20 mil is placed. The way it has to be placed is per market transaction slot. Therefore..... you no longer have any place to store multibillions of inf because a slot now only holds 20 million max........... -
Quote:Sure it would be with each controller putting out the equivalent of 15% defense to all postions by using smoke and flash arrow.I've become enamored with my Fire/TA controller again. I bet an all Controller all /Trick Arrow team would be good silly fun. The lack of heals and such would make it "interesting" and the control would be massive.
Hey, it wouldn't be nearly as awesome as 8 Fire/Rads, but what is?
Lewis -
Quote:We've been told before by the devs that the only thing that is different about heros or villians is a single field, with a single number, that denotes whether a character is a hero or a villian. The separation between the sides is artificially created and artificially maintained. In fact much programming time has been spent by the devs to close loop holes in the programs that allowed things to be passed from one side to the other.Wow not to be mean but are you guys dense?
There is 2 huge reasons why they won't merge the market.
1: The Devs have said time and time again no to ways for turning imfamy into influence
2: You would have to program the market to go hey well this villian bought this thing but this hero bought that thing we need to give them the right kind of currency.
There is a reason why you can't use BM or WW until your fully side switched. Yeah there taking the easy route. But merging the market would lead to some huge exploits and the ability to convert currencies. But then I should just wait till GR actualy comes out.
The main problem for the merger is that the entire market database has to be gone over by hand, we've been told this in the past as well. It's not that it isn't doable it's the amount of work involved and from a CS perspective it must all be done 100% correctly on the first pass.
The other potential sticking point is that once merged the markets would be nigh impossible to separate again.
Most of us that are pro-merger don't care about either case. We want them to spend the time to merge them and fervently hope that they will never be separate again. -
Pressure Cookers did/do this regularly. They are Fire/ or /Storm controllers.
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Uber has summed it up pretty well.
I build to exemplar on both sides of the fence. That means that I take the time to slot IOs in the 30-37 range depending on toon and build.
It takes at least 4 times as long in both market wait time and merit earning time on the red side as it does the blue. That's not an exaggeration that's from observation. I don't care about how much it costs from one side to the other because I know how to use the market on both sides and generate inf faster than I spend it anyway.
My typical MO is to play only content that generates merits all the way to 30.
Red side I lose out a bit as I have to do Mayhems to open contacts. Blue side all I have to do is run to the shard to buy a jet pack.
Once I hit 30 I roll all my accumulated merits. All the IOs generated in this process that can be used by my build are crafted and slotted (or held), any that I can't use but can be used by an alt (of mine or my wife's) are crafted and dropped in an SG base bin, all other IOs are crafted and sold.
I then freeze the character at level 30 and put a bid in that's about 80% of going rate on the IOs that I want and just let it float while I play and rake in merits/tickets. If I happen to generate one of the IOs that I have bids on I slot it and retract the bid. When I get down to 1 or 2 IOs in that tier that I need, I accumulate merits and buy the recipe(s) out right.
I then unfreeze and move on to the next tier (35-39) and repeat the process.
The final tier is 40+ and I follow the same pattern to 50 and build completion.
Blue side that freeze at the 35-39 range isn't even needed most of the time. Red side I'm still stuck in the lower levels and don't have a VEAT because none of my villians are 50s.
The problems are not just lack of population. It's that plus a lack of content in the appropriate levels to generate merits at TF rate rather than at story arc/flashback rate.
All these things together mean that my villians arrive at 30 with fewer merits, it takes longer after that to earn merits due to lack of content/teaming opportunities, the market is slower so fewer bids are filled, which means that I have to spend more merits in direct purchase of recipes and all of that means that my villians IO out at 1/4 the speed of my heroes.
If IOs are supposed to be end game content then I would expect the speed at which my villians complete their end game content using similar methods to be roughly equal to the speed of my heroes. Especially in the case of similar/identical builds (like defender/corruptor). This is not the case and the difference in speed is 400%.
How big a difference should there be between the sides before corrective measures are taken? 10%? 15%? As much as 25%? Even if you take a 100% variance for my methd compared to the methods of others I don't think a 300% difference is equitable, do you? -
Quote:The only reason a player that understands the mechanics wants them separate is to exploit the low population on red side. It's very easy to corner a certain good because there is such a small pool of goods available there.The data given along with your comments so far, and your questioning of my being wrong all lead me to think you've gone to the Americas.
So what is your stance on market merge (thought you were for it given your excellent understanding of the market)? I'm in favor of it myself, but if there is a good argument against it, I've an open mind on the subject.
There are several reasons (like RP, "my HERO would NEVER buy stolen goods from a VILLAIN') not to merge the market if you DON'T understand the mechanics. -
Quote:This. It takes me 4 times as long and roughly 30% more influence to IO out comparable builds (Defender/Corruptor) red side compared to blue.I play both sides. My current PB vs VEAT experiences in the 40s and my new DP corrs vs my new DP defender and blaster tell me it is that bad.
So trusting you would seem to be a foolish thing to do.
If IOs are supposed to represent post 50 development then there is problem that needs addressing since there is this large a disparity. -
Quote:I am a marketeer so just a few comments on this:I've thought about it some more, and I think I was only partially correct when I said "saturate the market."
Disclaimer: I'm not a marketeer at all. I don't find economics fun and spend as little time thinking about it as possible, so anything I say about the market is to be taken with a grain of salt (and hopefully corrected).
Quote:So, a character with leveling IOs respeccing would go from saving 10 IOs (they probably won't want to burn respecs to save cheap leveling IOs) to saving ~60ish. That's 50 more per character. I can think of two effects.
Quote:First, it would increase the rate of power creep. With IOs becoming more common, characters would have access to more of them, and thus be more powerful than they would normally be. Yes, you can do that now, but it takes more effort (time/money). To be honest, I usually don't franken slot characters. It would make them more effective, but I'm just not big on it. On the other hand, if I knew I could save all those to use on my next alt, I'd have a much bigger incentive. In this case, flood the market, it would flood the market.
1) Power creep due to IOs is a constant. Every time a valuable recipe is introduced into the system it doesn't leave the system. It is slotted in a character and that character gains power. Once the character is level 50 and fully slotted any merits/recipes created are not needed by that character and are passed on to another character through some form of trade (even if that trade is from that character to an Alt of that player). This is going to be a constant process that simply won't end. The only time these IOs leave the system is when a player stops playing the game and all of their characters are "retired".
2) Most CoX players alt. This means that valuable IOs are in demand again for the new alt. This is a continual process and is most apparent when a new power set is released (like Dual Pistols. The effect on the market due to the release of this set just prior to 2xp week end was profound and still has not steadied out.)
3) Most players respecing out of a particular IO do so because they want it for another Alt, are upgrading to better IOs but the IO in question is too good to over slot (which still may be passed to another of that player's alts), or the IO in question no longer has the value that it had pre-nerf. Only in case 3 will the IO typically hit the market. Nerfed IOs then do flood the market and their price drops specifically because the IO no longer has the value it once had. These are eventually cleaned out by people who put the low value IO into their tray to cash into influence during a respec.
Quote:Second, with them being more common, people would be burning less inf on the cheap IOs. This would be a reduced money sink / destroyer. Players would likely be wealthier due to the change. Side effect: the "high cost" recipes would likely still be expensive. Why? People will burn multiple respecs to save them now, so I don't think the supply would change that much. However, with players having more money, guess what would happen to the price? It would go up.
The way that power creep goes hand in hand is that as you get more powerful you defeat things faster, this allows you to earn more influence per unit time, which allows you to spend more inf on a new shiny to increase your power, which allows you to defeat things faster still etc, etc, etc. Now multiply that effect by a couple hundred thousand person player base and you can see why we have the massive and ever expanding pool of influence. This is known as inflation. The cure for this is more influence sinks that are constant rather than static (it's kind of what the original devs tried to do with SO degradation and what other MMOs do with "gold costs" to repair gear.)
Quote:Remember when "expensive" purple recipes were 100 mil? What has changed? People have more money now. We now have at least one IO (PvP +3% def) that will sell for over 2 billion. I bet this would increase the price of the highly desirable recipes. (ie: not saturate the market)
Quote:End result? Lower bar to entry, higher bar to the "good stuff."
(I know I'm missing something else and/or not being clear. I'm a bit distracted atm.)
Hmmm, I probably wouldn't. I don't mind having to use a respec to get IOs out, I think it's an acceptable cost (and very useful). I just wish I didn't have to burn X respecs all at once in order to adapt.
I don't think story has a large role in making things "bound," it would more be a "balance" reason.
1) increase drop rates/reduce merit costs. This will only be partially successful since each toon is their own private printing press and you can print all the currency you want simply by playing the game. This will slow price creep but not eliminate it.
2) Increase the number of influence sinks in the game. Ideally the influence sinks should be set up so that the average amount of surplus influence that is removed from the system is equivalent or slightly greater than the amount being produced.
I've proposed a few possible influence sinks.
Changing SG base empowerment buffs to influence instead of salvage.
Costume pieces/badges/titles that are unlocked by spending influence on that character. (An excellent example would be a solid gold top hat and monacle that is unlocked by spending 1 billion influnce to unlock it. It would also grant a "billionaire badge" and would allow the character to display a permanent yellow title of billionaire).
Other temp powers could be added/made available for purchase through the use of influence. I, for example, would pay repeatedly for a temp power that raised the base accuracy of my vet powers to 95% for a couple of hours.
There are lots of very interesting temp powers that are available through the safeguard side mission "stop the arms deal." There are many players in game that never see these temp powers because they never run that side mission. The temp powers available through this mission could be added as a purchaseable with influence option. "Temp power vending machines" could be added as SG base items.
Making the influence to prestege conversion rate equitable (ie: the same or nearly the same rate as it would have been earned had the character been in SG mode) would have the potential to suck more influence out of the system.
There are many many more good ideas out there. They just need to be implemented. -
Quote:I had one of these for a while named Monet Again (because of the redraw) I thought it would do well solo or on teams but.....I had an idea for a character who carries a bow for firing specially designed rapid-deployment traps (an alt of a Traps/Sonic Defender called Defengineer) and an Assault Rifle for actually SHOOTING things, especially one he can make himself with various kinds of ammo and modular doodads like, uh, a flamethrower.
Has anyone made a TA/AR Defender, yet? If so, what is your take on it? It looks like it would have decent damage for a Defender, with Oil Slick Arrow, Flamethrower, Ignite, Glue Arrow, the res debuffs, and Full Auto. I don't know how people on teams would like it, however.
Solo it burns far too much endurance and has very poor survival. Teamed it just doesn't bring enough to the table. That coupled with the massive redraw caused me to delete him in the low 30s.
The only thing that I could imagine that would be worse would be a TA/DP. -
Also don't forget that the unique IO from the Kismet defense set gives a global to hit buff as opposed to global accuracy. You'll want to slot that in a defense power.