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Quote:I agree with most of this having soloed a hand full of Fire/ controllers.I disagree with most of the comments so far - Fire/kin's are very easy to solo even at the early levels.
Transfusion gives you a large Heal for low End cost
Siphon Speed at L10 gives you a large recharge bonus
Hot feet for damage
Cages for containment
Flashfire at L12 for mitigation
Char for hold/mitigation
Run the missions at about -1 or 1/x4 o r5 or so at low level
Flashfire, Cages, and cook them with hotfeet while spamming cages.
Use Siphon Speed for +recharge
Transfusion to negate damage
Char Bosses and Lieuts but try to avoid Bosses and run missions without them
As you level up you can adjust the level accordingly but you should level at a good rate.
I've levelled a number of Fire controllers and /Kin is one of the easier - big heal, +recharge are nice buffs to have.
It really takes off in the 30's - Imps at L32, Fulcram Shift at L38.
Hot Feet is manageable pre-stamina if you slot it for end red instead of damage. The trick here is to not spam Fire Cages until after you have stamina. Just renew it when it's about to expire to maintain containment. Hot Feet is the best DPE power available to the Fire/ controller.
The accuracy in char has a base 90%, duration of the hold is twice as long as it's recharge, so just slot it for damage and end red early. Ring of Fire is the same, just slot it for damage and end red early and go single target against the lieutenants while you let Hot Feet take out the minions.
Any secondary that provides additional control makes Fire/ easier in the early levels.
/Storm adds another AoE stun with Thunderclap and the -res from Freezing rain makes a huge difference.
/TA adds an extra hold, and Flash Arrow combined with Smoke adds 10-15% defense equivalent in to hit debuff values (that helps a lot with the alpha) it also adds a defense debuff and 2 resistance debuffs.
/Rad adds an extra AoE hold, a strong defense and to hit debuff, a strong res debuff, and a self heal for those with a h34l0r mentality. -
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The pool I'd take would vary based on AT.
Most of my blasters (exception are the /MM blasters) have Fitness, Medicine, Speed and Leaping. I'd probably still take fitness for hurdle and/or swift and for health. (I like massive recharge which typically requires massive recovery. Health typically gets a Numinas +/+ and Miracle + even with 3 slotted stamina.)
If the fitness pool was eliminated from the game I'd probably pick up Leadership or Stealth pools instead.
If powers and IOs that granted additional recovery weren't available or were exceedingly rare I'd have left the game by now.
The most fun I ever had playing a toon without stamina (again this is other than a toon that has Drain Psyche or Power Sink available) would be a Sonic/Ice/Elec Blaster. Sonic has very long animations and some of /Ice's powers are long animating also. This makes it easier to go without massive recovery. Sonic/Ice/Elec also provides excellent mitigation giving you the time required to defeat the mobs without being defeated even when your recovery and recharge is too low. -
I tend to avoid most FotMs. I dislike most of the zones redside and the lack of content there of.
That said.....
Masterminds are boring, brutes repetative so I haven't played them since issue 8ish. Can't stand stalkers.
Corruptors are good and I may replace most of my defenders with Corrs once GR comes out and I can get them over to blue side.
I've tried Doms both pre and post revamp and outside perma I'm not too impressed with them especially until the late 30s early 40s.
Blue side. I like most of the ATs tanks being the exception. Only one tank ever to level 50 a Fire/Fire/Pyre.
Defenders are weak out side a team and I tend to split teaming and soloing about 50/50 so no new defenders for me especially after GR.
I will and have played all blaster primaries except for Psi/ won't roll another Psi/ blaster until it gets a buff and probably not even then. I've played all blaster secondaries and like all of them.
Scrappers are boring now for the same reason brutes are. Done all of them and IOs make them far too easy. I still play the scrappers I have but not often.
Controllers I like and I like all the secondaries except for /Cold /Thermal but that's more of a graphics issue than play set issue.
I like all the primaries except for the drastically under performing grav. My mind/ and ill/ trollers don't see much play time though. -
Quote:If that's the case it was stealth buff. I'd be surprised if it was changed on purpose and suspect that it's much more likely that the IO is simply bugged again but in a different way.Milady, unless you have tested this since i15 came out, you are working on old information. There is no longer a suppression on the force feedback proc. If you have tested since i15 then this proc continues to lay claim to the most changed proc and they have reinstated the suppression timer.
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Quote:You'll need your typical level of accuracy slotting in all pet and psuedo pet powers since the buffs from targetting drone that copy over to the pets don't last long enough for the pet to do anything.With targeting drone, what would folks recommend in regards to +ACC enhancements in the attack powers (slug, buckshot, etc)?
Also, it sounds as though I should take smoke grenade. I wasn't impressed with Flash Arrow on my TA/A Def so I passed on smoke grenade figuring it to be more of the same. People keep talking it up though.
At lvl 37, I have all of my primary powers and am missing taser, smoke grenade and gun drone from my secondary (also have fitness through stamina and Heal other/self from medicine). Not sure if I'll take gun drone yet. Also I'm not too impressed with ignite. It's served some situational uses but aside from dropping it on my feet to scare the melees away, I never use it much. Is there another method of attacking with it beyond webbing the guy down and setting him on fire?
In the case of AR/Dev that means Trip Mine, Time Bomb, and Gun Drone.
You'll also need your typical level of accuracy slotting in your tier 1 and 2 primary and tier 1 secondary (Burst, Slug, and Web Grenade) since they can be fired while you are mezzed and while you are mezzed your toggle powers (in this case Targetting Drone) are supressed and give no benefit. -
Quote:Anything that changes your (or a mob's) hit points (not regen it has to be a heal that puts up green numbers or an attack that puts up red ones) or position (like KD from Ice Slick or Earthquake) will break sleep. Since blasters can fire their tier 1 and 2 primary and tier 1 secondary while slept if the Entropic Chaos proc fires the sleep will break.I'm not sure regen procs, the one I use regularly is in Entropic, are a true source of significant healing. That said, every bit counts.
I would not pick it up except getting all five Entropics gives me 6.25% rech.
Damage procs, however, are fun to watch go off.
ETA: heal proc breaks sleep? Brilliant. I didn't know heal broke sleep. I'll remember that on my ill/ w O2.
Edit - @ Netminder, you should try running a background program like hero stats. You might be surprised by how much healing you can generate with the procs. It seems insignificant because it's not big immediate numbers but it actually is a significant amount over the course of a mission. -
Quote:It only has a 10% per target chance to proc (actually less than that since there's a 95% cap on chance to hit each target).That doesn't seem right. The wiki didn't specify the suppression time but I believe its 10 seconds.
using
5 seconds of +100% recharge
10 seconds of +0% recharge
you get 33% avg +recharge
Now in in a power with a 90 second recharge (no particular reason (looks skyward))
No recharge enhance
proc fires rechage time is 85 seconds
100% enhance
Base recharge in 45 seconds
the proc fires you get 42.5 second recharge
100% enhance and 100% global recharge bonus
Base 30 second recharge time
Proc fires recharge time is 28.3333 seconds
you go from 5.5 % in the worst case to 17% in the very highly enhanced case.
In cone powers (like Energy Torrent) you have a target cap of 10. In TAOE powers you have a target cap of 16. In MOST regular missions you'll usually be facing much less than the target cap of mobs.
Even at the target cap of mobs during your alpha, subsequent applications of the power will be against fewer mobs (since you will have defeated some or even most of them and you will have scattered at least some of them due to knockback).
If you have the proc placed in a power that has an exact cast + rech time of 15 seconds, the subsequent application will occur during the supression period due to the recharge provided by the proc itself.
Also I haven't been able to get into the sweet spot with any particular KB power and IO sets (especially when hasten isn't perma).
In most regular missions I found the numbers I listed and in a 30 minute play session wound up with an average boost to global recharge of 2-3% depending on the character.
Running designed to farm missions I came out around a 5% global boost in the same 30 minute period.
I assure you that the proc isn't as good as it looks on paper and invite you to test it for yourself. -
Hero content is only so long and bland because there is so much of it.
I find villian content boring since I've seen it all multiple times and can't stand to level up another villian. There is some content hero side I've only seen a couple times.
Except for a couple doms post revamp I haven't been back on red side much since I8 and once GR comes out probably won't be back ever again. -
From my observations (not testing and timing) it appears that the faster base movement a mob has the faster it regains it's feet after being knocked down/up/back.
Also from observation a mob's powers are only locked out for the duration of the first applied KD/U/B and they are able to animate an attack immediately after regaining their feet. Once they regain their feet they can be knocked again and have their powers locked out until they again regain their feet.
If they are knocked again during the original "getting up period" they continue in the getting up animation even though they are in motion.
This leads to the phenomena I have seen before of knocking a mob just before it regains it's feet and even though it flys backwards it lands on it's feet and can be activating attacks during the travel period of the second knock.
EDIT - Doh Muon beat me to it but our observations concur.
Also judging from my experiences with blaster Ice patch (max targets = 5) it's completely random which mob gets knocked when the target cap is exceeded. -
If you nail it, it works out to an average global recharge of about 5%. I tested it and actually wound up running between 2-3% global recharge mainly due to the amount of time it took to go from spawn to spawn in regular mission.
In AE designed to farm missions you can get and stay much closer to the 5%.
If you aren't farming the benefit is questionable especially considering that you can get 7.5% from a single IO that works 100% of the time.
I don't really consider the proc worth the slot it takes. -
Quote:Once you hit the damage cap with Fulcrum Shift the only way to get more damage is with resistance debuffs.At the moment we are tearing through x8 +4 mobs with Elec/Sd/Blaze scrapper and I use Kinetic/Elec/Dark Fender.
The Ice duo concept is nice, not sure how practical it is with 121 Recharge on Blizzard, I know that's 1 every 60 secs and Sb is still to be added to that which is an extra 25% global rech..
Still might be a bit of waiting and if a transferece misses (only 55.20% Acc) is could scupper the whole plan.
Although the dmg is WOA !
Would Fire maybe be an option, Rain of Fire, Fireball and Fire breath, inferno.... same concept, perhaps more to do inbetween nukes?
May I suggest a Rad/Fire Blaster paired with a Kin/Sonic defender.
Rad/ has good and fast activating AoEs and /fire does lots of extra damage.
The Rad AoEs can be slotted with the achilles heel proc. That gives you Iradiate, Electron Haze, and Neutron Bomb and allows you to add in Hot Feet, Fire Sword Circle, and Combustion.
The defender adds even more -res plus all the usual damage and recharge buffs. -
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Quote:Not saying I doubt Posi but I'll believe it (and play it) when I see it. Until then it's all speculation kinda like Cathedral of Pain and post I-13 base raids.And your doubts are wrong. It and "poison" will be one of the next added for controllers. If you think otherwise, talk to Posi.
No. End drain is such a hit, or miss type of thing in this game and that's even when playing a Kin/elec that I don't think slotting for end mod is worth it. I vastly slot for damage and recharge with some end reduc. This being based on SO type slotting. -
In my Sonic/Ice/Elec Blaster I have Sirens and Frozen Aura slotted with Sandman and all my single target blasts slotted with Entropic Chaos for a total of 5 healing procs.
It won't save you if you get overwhelmed but if you open with Sirens, miss a few, and take a partial alpha, by the time you are done with the spawn you'll be back at full health. I was able to skip the medicine pool on this blaster and rely on the procs, the slows in /Ice and the 2 AoE sleeps.
The nicest thing about putting the Entropics in the tier one and two blasts is that if you are hit with a sleep and one of them procs the sleep will break. -
Quote:They are designed to trick you into wasting all your end so that you don't kill anything except your teammates when your leadership and other toggles drop.does anyone really need the nuke we get ?
i mean it's at best an emergency power when they get a strong side effect (like waill stun for exemple) but as a defender we are supposed to get such power in our primary, no?
i don't see how we could see them as a boost to our damage. i mean , crash plus the long recharge means that they are horrible dps wise and anyway even with fulcrum the damage is not "that nuking" on those powers
the only exeption i see are full auto and RoA, they still get the problem of having a too long casting time but they are crash less and get a nice damage/rech ratio
what if all the defender level 38 power where builded on the same design?
NB: how comes that dark servant and human form warshade are so alike?! ^^
Seriously though, I've skipped the nuke on every defender I've ever rolled with the exception of my Kin/Ice. IMO fulcrum shifted Blizzard, pop a Cab, and then transference is the only defender nuke combo in the game that's worth using. -
I dunno. Grav is the only one I haven't played past 28. I just can't seem to get into it and have deleted each and everyone of them.
If controllers ever get /traps (which I doubt will ever happen). I might try a Grav/traps just to wormhole a spawn on top of a pile of trip mines or a time bomb. I doubt I'll stick with it long enough to get up to level 36 though unless grav gets a serious buff in the future. -
Well let's see.... I started out on Justice server in Issue 3 as I recall. Didn't find enough people to team with at that time so I switched over to Virtue
I got 2 toons up to level 50 (Storm/Elec Defender and a Fire/Energy Blaster). I do themed servers too. Virtue is my Egyptian themed server and I have a few other toons there as well (all ATs).
In mid issue 5 I switched over the Freedom and joined a base raiding SG there. My toons there are all Norse themed. I have a level 50 Arch/Ice Blaster, 50 BS/Regen Scrapper, 50 Ice/emp controller, 50 FF/Psi Defender, 50 Earth/TA controller.
I got married around issue 7 and got the wife hooked on CoH. She started on Justice so I went back there again and we set up out own private family SG.
I've bought enough character slots on Justice that it's almost full now (room for 3 is all that's left there.) 8 of them are 50s most the rest are in the high 30s - low 40s.
I bought CoV when it first came out and got a brute and MM to 40 (it only went to 40 at release). Tried stalkers and deleted everyone of them. I tried several Doms but they just don't flow well and even after the revamp seem to lack ooomph at least until late game. I got the MM and the Brute up to 50 after the expansion but got bored quickly with villians and came back to blue side.
I've tried starting several villians since then but I'm so sick of snakes and the other low level content and the anemic market there that I just tend to stop early and drift back to blue.
All I have left of my villians is a level 38 Ice/Ice Dom on Freedom. A level 28 Dark/Dark Brute on Virtue (I liked their concepts) a level 26 Fire/Fire Dom on Justice that I made to compare with the Fire/Fire Dom I was running on Test during the revamp and a level 22 Ice/Earth Dom that I'm all ready starting to lose interest in.
I don't have any veats since I deleted my level 50 villians before they came out.
Most of what I find my self playing now is Blasters and Controllers. My main is an Energy/Energy Blapper that I started on Justice right before I switched over to Virtue.
I have 3 level 50 toons that are Test server natives and I have some level locked toons for merits on Infinity and Protector.
Eh, almost forgot. I have a handful of toons over on Triumph that we made when my daughter and her husband were still into CoH (the traitors switched to WoW). The wife still logs on to her toons over there every once in a while and plays after paying the base rent. -
When: February 19 9PM EST
Where: Justice Server
What to bring: Lvl 47-50 blaster that is IOed post what you want to bring and name.
1. Energypush lvl 50
2. Cowboy lvl 50 Energy/Energy OR Nasu No Yoichi lvl 50 Arch/Dev
3.
4.
5.
6.
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Quote:Hardly, it means that thus far (including this post) you haven't offered a resaonble explanation and have essentially accused the devs of incompetence twice (the nerf in closed beta AND the subsequent lack of buff for 9 issues).So basically your argument is that the devs have never misjudged the capability of a powerset, ever. Which makes this comment...
...rather interesting.
I've seen the devs greatly misjudge things once, but after the repairs the issues tend to be minor and I have to say that, though I don't always agree with the way that the devs do things, or the reasons that they do them, we do have a dev crew that is dedicated and are willing to communicate with us on a continuing basis.
In any case this is far far off topic so I'll ignore further posts from you on the subject and get back on topic with the same thing I have essentially said since the beginning of the thread.
Yes, Buffing trick arrows would be nice for defenders, masterminds, and corruptors. No, I don't see how it could be done with out potentially making the power set too good as a controller secondary. -
Quote:I'm hearing a lot of chaff from your direction however I have yet to hear anything of substance.No. It's because game developers are not omniscient and overestimated how powerful the set is. It's not like the game developers are idiots OR you are right. That's ridiculously overstated.
There are other power sets that have been around for much less time, have far fewer issues, yet have been adjusted. Do you have a more reasonable explantion than the one that you just offered that no matter how you have danced around it comes down to the devs are stupid (ie: aren't omniscient) or are lazy (ie: have overestimated and not repaired it).
I find it much more reasonable that the devs do know exactly what they are doing, nerfed it during closed beta for that reason, and haven't made any changes to it because either they aren't allowed to by the person in the company that makes the decisions in that regard, or the big picture hasn't changed enough to justify it.
What does all that mean to me? It means that most of my TA/ defenders have gotten deleted, new ones won't be rolled, and the one that remains doesn't get play time because it's power level is unacceptable to me even when heavily IO'd (ie: it's not fun).
My /TA controllers do see play time and I have plans to roll a couple more /TA controllers pairing them with primaries I haven't tried yet because even with the low numbers /TA gives it's still a decent pairing since the combinations make the primary better.
I've got a couple /rad controllers and yes they are quite formidable but my /TA controllers are just fine. The power level is acceptable even with out IO sets and they are fun, different from all the FotM controllers that I see running around and are just as effective for the uses I put them to.
Will I take a buff to my TA toons? Sure, gladly in fact. Do I think it's reasonable to expect to see it buffed any time soon, no I don't. -
Quote:That doesn't appear to be an answer to me. Here try one of these.That is a terrific question, I keep thinking I must be doing something wrong, because all my other Defenders are so much better.
I can't imagine that Trick Arrow was better than Kin, Dark, Traps, or Rad.
A) The devs are stupid.
B) The player base is stupid and will never notice.
C) The devs hate villians so they had to make sure that TA was lame enough to provide the proper amount of suckage for Masterminds and Corruptors.
D) The Devs like defenders being the least played basic Blue AT and want to make sure it stays that way so they had to drop the numbers to maintain the status quo.
E) TA with good numbers challenged the supremacy of Fire/Kin controllers so the numbers had to be dropped to make sure that Fire/Kin maintained it's rightful place.
F) Because TA is control heavy and when the controller AT modifier was applied to TA as a direct port the numbers were higher than allowed by Castle's formulas especially after the debuff numbers were taken into account.
G) TA was too good in pre-I13 PvP and had to be eviscerated before release so that stalkers and blasters wouldn't whine.
H) Some unfathomable reason that you in your infinite and unscrutable wisdom have thus far failed to enlighten us with.
Tell me why you think the devs dropped the numbers. The ONLY reason I can come up with is F. That combining TA with controller primaries gave too high numbers. -
TA had much better numbers in closed beta and was gutted just before release. You tell me why then.......
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Quote:Yep I'm pretty sure. I'm of the opinion that the original crew of devs made a mistake and realized it way too late when they allowed controllers to have access to kinetics and the new devs are stuck with it because of the cottage rule.i think at the least they'd have to change Dark Miasma up a bit, but do you really think that Traps would be that overpowered in Controller hands compared to Radiation Emission? (Or the 12 ton elephant in the room, Kinetics?) IIRC the more recent ports have involved tweaking the pets to be in line with AT mods, Traps' attacks won't get containment damage and Rad offers significant debuffs and potential for control stacking itself, although Traps' AoE controls are on a shorter timer than Rads'.
I'd be willing to bet that for the same reasons that I listed Masterminds won't get kinetics.
It's scarey just thinking about a Fire/Dark controller using current controller mods.
SR levels of defense using SOs in just 3 powers with a self heal included. (Shadow Fall + Smoke + Darkest Night)
Fire Imps AND Dark Servant.
Flashfires + Howling Twilight.
Hot Feet on top of Tar Patch.
Petrifying Stare + Char.
Fearsome Stare just for giggles.
All that without taking into consideration any secondary effects of the powers. Nope, can't see it happening and that's why I think that TA hasn't gotten buffed. It's as high as it can go without either breaking controllers or without breaking the cottage rule and changing the powers.