Oedipus_Tex

Legend
  • Posts

    3840
  • Joined

  1. Oedipus_Tex

    Concept help?

    Would it go against your concept to roll a Dominator? A Mind/Earth or Mind/Energy Dominator might fit your concept very well (it uses sleep powers a lot). No demon pets, but because both secondaries have Power Boost you can do some sick things. For example, when Domination is active and you use Power Boost, Mass Confusion is a 124 second mag 6 non-aggro AoE Confuse! It also will play significantly differently from a Mind troller (which is also great, but more of a support character).

    Mind/Thorns might also be an interesting one. No Power Boost but still very powerful and maybe fits your concept.

    I particularly like the idea of /Earth though, because knockdown plays great with Fear.
  2. I don't know. It's been my experience that Red and Blue teams wipe in equally preposterous situations. There are plenty of good teams on both sides too.

    At the same time I also know I don't currently have ANY Dominator, Controller, Defender, or Corruptor who can leap headfirst into a x8+4 spawn and expect to survive longer than a few seconds without teammate support. In fact it's typical for me to die in about 2 hits from a boss on the hardest difficulties. I mean, maybe I could do Council for twenty seconds if they didn't mezz me. But Longbow? Carnies? Malta? Knives of Artemis? It just wouldn't happen without massive IOing, and even then probably still wouldn't happen. Soloing +4 Carnies on an Ice/Thermal Controller? Yeah... no.
  3. Quote:
    Originally Posted by Max_zero View Post
    Don't touch my seeds.

    It's not me you have to worry about.
  4. Now hold on just a second, because I think Red needs to get its share too.

    For every hero team that sucks there's an equally bad villain team that approaches every situation as if they are actually 8 soloists who happen to be sharing a map, even when the team has wiped repeatedly. The Stalker has run to the end of the mission, the Brute tore down the hallway to fill up her bar, and the Mastermind is AFK with the pets on auto-aggro.

    Now, I don't know what level of difficulty people play on, but when I hear that people just "steam roll" everything I have to imagine it's something very easy.
  5. Thanks that's very helpful. I don't seem to see a lot of /Ice Doms around. Is it considered sort of 'unremarkable'?
  6. Quote:
    Originally Posted by Ben_Arizona View Post
    I treat Jolting Chain as an immediate time-buyer: it will always be up because its recharge is so low, and it buys a few extra seconds to get a better solution into place or finish sapping some jerks' endurance.

    It's a bit like the soft-control element of Lift or Levitate with the damage taken out and replaced by AOE utility.

    That's actually a good comparison and is in fact how I use the power sometimes. You can juggle a boss with Cage >> Jolting Chain >> Cage.
  7. Quote:
    Originally Posted by Max_zero View Post
    Na, that would be Seeds of Confusion. Comes in at lvl 8 instead of 32 and a 60 sec CD instead of 240, but can do everything Mass Confuse can do.

    Seeds of Confusion is a great (read: overpowered to the point of deserving a nerf) power. However it really doesn't compare to Mass Confusion. It's more comparable to powers like Stalagmites and Flashfire than anything in Mind Control.
  8. Quote:
    Originally Posted by New Dawn View Post
    Is it likely they started casting it when the sleep was just cast? I find even with controllers, two can have the same ideas and so the control ends up being overkill.

    It is commanded from on high that one first explore thy teammate's soul and identify the adversaries that he has solely wronged. If these spirits are completely unaware of the band of heroes and the righteousness of their banner, all the more deliberately should they be awakened to the tenets of faith. And, yay, it is Rain of Fire that is the wage of sin, and it yield a death not swift, but agonizing in its torment, and that which wakes one from sleep and delivers flesh to heaven with the speed and temerity of a City of Heroes kidnap victim.
  9. I have nothing to say really, except that Masterminds on Blue-side PUGs are really making my Controllers, Defenders, and Dominators feel useful these past few days. I know well played Masterminds are a powerful AT, but the number of wipes and near-wipes I've experienced on blue side teams due to out of control aggro over the course of this week is hilarious.

    Of course Super Stunners are making no small contribution either. Drop 3 or 4 of those on a "steam roller" team in the level 30 range and it becomes a real show.

    There's also the "first time a group of hero players encounters Longbow" comedy hour that plays regularly on Vigilante tip teams. This is also known as the "disappearing Tanker" trick.

    While it could be annoying, I'm actually finding it all kind of fun. The difficulty level has definitely shot up for me on the team front, some of it to due to harder missions, and some due to inexperienced teammates on a mission to aggro entire instances at once. Is anyone else finding this happening to them too or am I just lucky?

    (P.S. If you are a member of the Church of He Who Casts Rain of Fire In My Neighbor's Sleep Patch and Follows It Up With Nothing, I must admit I hold some prejudice against your faith. Freedom of religion is sacred to me but your method of worship leaves me perplexed. Perhaps someone can school me in the mysteries of that faith?)
  10. Quote:
    Originally Posted by Peacemoon View Post
    That is a shame, because the 6 set bonus for Malaise would otherwise have been pretty nice. Thanks for the responses guys, i'll have to rethink my plans. If the proc is cheap I might craft it anyway just to get some first hand experience, as confuse/no-aggro mechanics intrigue me.
    If it helps any, for Mind Control, I slot the purple set in Confusion and the Malaise set in Mass Confusion + 1 Recharge IO. That's on a super-high recharge build though.

    The Malaise proc definitely does cause aggro by the way, and Contagious Confusion definitely does not, nor does the Placate one. What's tricky about Sleep that will get you though (and note I haven't actually tested this to be 100% sure it's true) is that unlike confusion if you sleep something and run past it unhidden, it still sees you, where a confused enemy does not. Again I'm not 100% sure of that but it's what I've heard.
  11. There are parts of Going Rogue that work for me; Praetoria unfortunately is not really one of them. It's a great setting with exciting missions and a good backstory. It was obviously created with love.

    But it's also locked away content that, if I choose to participate in it, locks me in a box in order to justify a final scene of a plot line that could have ended so many different ways, including letting me get back and forth to primal earth at level 1. The writing is quite good but the mechanics do not, IMO, justify secluding players just so it can all end with a tearful goodbye scene. If future updates to the game allow us to move to and from Praetoria at any level, my concern about this particular element will be eased. Given the history of good decisions this game team has made I'm hopeful that is what will eventually happen.

    Now in terms of value I can't say I care one way or another what Going Rogue cost. As I write this I have Tropico 3 in my CD drive. I paid $30 for that, played it once for ten minutes and haven't touched it since. I loved the original game, but just didn't find the new game that engaging. I don't feel bad about saying that, just like I don't feel bad about saying there are parts of Going Rogue I don't like. The game designers are still clearly quite talented. City of Heroes is still my favorite video game. But I have to imagine the developers of this game prefer an honest and personal appraisal of their product than empty praise followed by a cancelled account with no explanation (not that that will happen since the main game is still great).

    There are things about Going Rogue that are good. New power sets are fun. The expanded APP/PPP stuff is kind of neat. The morality missions are a good alternative to the radio stuff. But I really can't give a thumbs up to the Praetorian zones. They're wonderfully created but, due to current game mechanics, largely irrelevant to me as a player. I don't see my hesitance as a moral failure; the moral failure would be simply saying "This sucks!" or succumbing to the temptation to simply bash people, as some folks on both sides of this debate have resorted to.
  12. Oedipus_Tex

    Static Field

    Quote:
    Originally Posted by Oathbound View Post
    Sapping is All or Nothing.

    Not really. Sapping is effective if you can make the mob get below an endurance point where it can use powerful abilities at any time it would have been free to take an action. What you're saying is sort like "Holds aren't very useful, because eventually enemies come out of them."

    To really see the effectiveness of sapping it may be helpful to contrast it with -Recharge. -Recharge is founded on the premise that enemies will be able to get off their first attack. And yet it is still not useless or all-or-nothing. Just because the enemy gets some shots off during the fight doesn't mean the entire effect is suspect.
  13. Electric Cages will ignite an Oil Slick. I confirmed this during beta test. While wiping the floor with enemy's tears.

    I considered rolling an Elec/TA troller but haven't done so. However if I did, the APP I'm tempted by most is Psi. Partly this is because of Indomitable Will, but also partly it's because the -Recharge in Psi stacks the not-so-great -Recharge in TA to a reasonable level, and because Psychic Tornado is awesome mitigation combined with cage powers that don't root.

    I'm unable to open your build with a posted data chunk, so I can't make comments on it. However, you can see my unfinished Elec/TA build below.

    (PS don't slot Oil Slick Arrow like I have here. I'm sure you can find info somewhere else on how best to slot it. I just threw it together.)

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    electric ta: Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Trick Arrow
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Tesla Cage -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/Rchg(5), HO:Nucle(33), Dmg-I(33)
    Level 1: Entangling Arrow -- Acc-I(A)
    Level 2: Chain Fences -- TotHntr-Dam%(A), Ragnrk-Knock%(5), GravAnch-Hold%(34), Efficacy-EndMod/Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(37)
    Level 4: Flash Arrow -- HO:Lyso(A)
    Level 6: Jolting Chain -- Dev'n-Hold%(A), Apoc-Dam%(7), ExStrk-Dam%(7), Thundr-Acc/Dmg(43), Thundr-Acc/Dmg/EndRdx(45)
    Level 8: Conductive Aura -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod(9), Efficacy-EndMod/Acc/Rchg(9), Efficacy-Acc/Rchg(23), Efficacy-EndMod/Acc(23), Efficacy-EndMod/EndRdx(40)
    Level 10: Ice Arrow -- UbrkCons-Dam%(A), UbrkCons-Acc/Rchg(11), UbrkCons-Acc/Hold/Rchg(11), UbrkCons-EndRdx/Hold(17), UbrkCons-Hold/Rchg(40)
    Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(13), FtnHyp-Sleep/EndRdx(15), FtnHyp-Sleep(15), EndMod-I(17)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Paralyzing Blast -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(19), BasGaze-Rchg/Hold(19), BasGaze-EndRdx/Rchg/Hold(25), Lock-Acc/EndRdx/Rchg/Hold(25)
    Level 20: Stamina -- P'Shift-End%(A), EndMod-I(21), P'Shift-EndMod(21)
    Level 22: Poison Gas Arrow -- CSndmn-Heal%(A)
    Level 24: Acid Arrow -- HO:Lyso(A), HO:Lyso(43)
    Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(29), CoPers-Conf/EndRdx(29), CoPers-Conf%(31)
    Level 28: Disruption Arrow -- EndRdx-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
    Level 32: Gremlins -- C'Arms-EndRdx/Dmg/Rchg(A), C'Arms-Acc/Rchg(33), BldM'dt-Acc/Dmg/EndRdx(40), C'Arms-Acc/Dmg/Rchg(46), C'Arms-Acc/Dmg(46)
    Level 35: Oil Slick Arrow -- Posi-Dam%(A), RechRdx-I(36), Achilles-ResDeb%(36), LdyGrey-%Dam(36), Posi-Dmg/Rchg(37), LdyGrey-DefDeb/Rchg(37)
    Level 38: EMP Arrow -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/Hold(39)
    Level 41: Mental Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Dmg/EndRdx(42), Decim-Acc/Dmg(43)
    Level 44: Indomitable Will -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(45), LkGmblr-Rchg+(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50), FrcFbk-Rechg%(50)
    Level 49: Mind Over Body -- Aegis-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 2: Ninja Run
    ------------
    Set Bonus Totals:
    • 6.5% DamageBuff(Smashing)
    • 6.5% DamageBuff(Lethal)
    • 6.5% DamageBuff(Fire)
    • 6.5% DamageBuff(Cold)
    • 6.5% DamageBuff(Energy)
    • 6.5% DamageBuff(Negative)
    • 6.5% DamageBuff(Toxic)
    • 6.5% DamageBuff(Psionic)
    • 10% Defense(Energy)
    • 10% Defense(Negative)
    • 8.75% Defense(Ranged)
    • 2.25% Max End
    • 39% Enhancement(Accuracy)
    • 4% Enhancement(Confused)
    • 83.8% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 64.9 HP (6.38%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 2.75%
    • 30.5% (0.51 End/sec) Recovery
    • 10% (0.42 HP/sec) Regeneration
    • 6.62% Resistance(Fire)
    • 6.62% Resistance(Cold)
    • 5% RunSpeed



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1431;730;1460;HEX;|
    |78DA9D94C94F53511487EFEB402D6D694BA98C854281960285AE1435318AA018491|
    |A451CC260A90F7DB169C97B8FA1AEDCB8C371834A58B873AF468D2B972C8C439C36|
    |1A8DB3897F80AB7A865B86B8F325FD7DEF9E77EE39E79E7B6F8717F6B985B8B05B2|
    |8BEFE6CDA3026FBF33953CF67B3AA6E1F4E9FD1322E35AB664C5DCB84CDB4430811|
    |597728F92606A44BC950BFC167EFECF47462043E9E9BDCA3EBF979FF50EEACAAAB3|
    |933517A71A7F21063503373AA616C1A94D3E0C88CAA9EF6D3EB506E4E33B4292DAB|
    |9985AA81192D9348195A3E079987D386A9EA851AA8B0037E9F7D423E45BB7867112|
    |2242C6F196F08B6D784F02E70B1594538044C0A5D599B26441D99BE402445465296|
    |1534D9B65910CD471997195709ADD70806385A65206B1FE7F80A91EC6CB3D9EF50F|
    |0B2247997150001115F2163D76DC2377077280A25765C22BF2D8B0CCEB8F50A8313|
    |4739F12C4C70CA24CE213295EF670C127C07D87D80F01D92B8E4EA5CC7C8E43ECE3|
    |841A838C918E5C9612E1B0E8247E1D57962647280C92B4DDE83F012153F20B65F96|
    |E2E73DA8E4AE57F21ED4F08ED4FCE15541840047B00496C854C5E9AAAED3680E3E0|
    |6654F83ABB413F3A0D56C52AA659BE3923F217DAD5C5AED1845A81B674C101A2619|
    |A7088D69C20244AC9749EA9B297D0B14169285853AC9D4B809BF2053935C68D3273|
    |E57EF09D1DFE4D0FD9146DD1F080588D5220B6B79480E110E147942E720F2948FD2|
    |7D32B6AED2E83CCC6AE359D636EE663B77B39DDBD8FE8AF00C8E5D4C16135B16B81|
    |11D3719B7183708F125C27370EF94613BB98AAE4DE80E52A75F825F42169DB84B5F|
    |7AEE31B8CC9E0784242F2879918A7E01B37AB9754A6F2F054AC6090DB60D37AD088|
    |F38F48F25655BBB7A42214B68DDA7E85CBF98FFFB3C7297C2390F97838EA0A45046|
    |51C650C6512650D22853281994E2E3B5D9DEED58571FCA0E949D2841FC0B5A444F0|
    |7DE30178A1BC5835281E245F1A10450EA5056508A7F015A930FEC|
    |-------------------------------------------------------------------|
  14. It's an ok power. I wouldn't call it a must-have.

    The thing about Jolting Chains is if you manage crowds carefully, everything past the first strike is basically auto-hit. With some recharge, the knockdown ratio is actually better than Ice Slick, and it does damage.

    Whether that's useful depends largely on your secondary. There is little else in Electric Control you should be spamming. It is really a question of what's going on with the rest of your overall build. Are you Kinetic? Then you probably don't have time to use Jolting Chains that much. Force Field? Well then Jolting Chains is probably better than whatever else you'd be doing.

    Jolting Chains is also an oddity from an IO standpoint. Even though it's essentially an AoE, it takes single-target damage IOs, including the Chance for Hold proc. It also allows you to slot a purple damage proc into an AoE, which with any other AoE would be prohibited. It's a 33% chance to do 107 damage. With 15 targets the proc will hit approximately 5 per cast. Total damage: 500 points, from that one proc alone without considering the base damage Jolting Chain itself does.

    Now in terms of understanding how the power works you may want to take a look at the discussion here: http://boards.cityofheroes.com/showthread.php?t=235533 . The explanation basically comes together over the course of the discussion, with me beating my head against a wall trying to understand what was going on with the power and finally Arcanaville swooping in like some math goddess to save me. If you don't feel like reading the full set of posts, I'll give you a summation of what's happening below:

    Jolting Chain starts out like a regular single target attack. If you hit you hit, if you fail you fail. However unlike most attacks, on a successful hit, Jolting Chain temporarily tags the target. After a short pause that target emits two separate, invisible AoE blasts, each with a 15ft radius (about the size of Fireball). Each of these blasts has a target cap of 1. This means only enemy can be hit by it, but also means the AoE rolls and rolls and rolls and rolls against every available enemy in the area of effect until it either hits one of them, the StreakBreaker forces a hit, or it misses every single available, untagged target (EXTREMELY unlikely when there are a few enemies in range with average defense). Targets that are hit are then tagged, and after a brief pause they too emit an AoE. And then it happens again. In the end, up to 15 enemies can be hit. The basic chain formation looks like this:



    I hope that makes sense. I plan on trying to write something more formal about it later.
  15. I recently rerolled my lvl 50 Mind/Cold/Primal Controller as a Mind/Icy Assault Dominator. I've been having a blast, but am not sure which attack powers are considered vital. I was planning on skipping Mesmerize, but taking Levitate and Dominate. All of the attacks in Icy look good (good damage and very fast animations). Which ones are the must haves and are any of them particularly skippable?

    I was planning on skipping Chilling Embrace and possibly Telekinesis unless talked out of it.
  16. Quote:
    Originally Posted by PrincessDarkstar View Post
    it is way to late for me to fully understand all this thread, but to prevent any targets being out of range of a jump, do these mechanic make it best to hit a target in the middle of a spawn or near one side? Or does it not matter?

    It sounds like aim in the middle and watch the ripples, but my eyes only stay open long enough to read 3 words at a time ...

    Assuming I now understand how this mechanic works: it depends.

    Firstly you should always aim for an enemy you have a good chance of hitting. If you miss the first target the whole power fails.

    Secondly, hitting a target near the middle may or may not have the effect you want. The bolts start out very accurate and get less so as they branch out. On the other hand if an early chain misses, you miss out on an additional 6 or 7 chains automatically. Based on all of this I would think you'd want to aim the first shot at an enemy with low-ish defense surrounded by about 4 foes.

    But really, ideally, you'd be best off just keeping the whole pack as tightly within a 15ft radius as possible for maximal odds.

    (Note that with Synaptic Overload the other concern is that the power propagates so slowly that there is a real risk of enemies dying while the chain is active on them, so that puts additional complications on you on a team. I also had some amount of problems with people knocking the target of the chain (often the guy closest to me in the front) out of range.)
  17. This is kind of a contentious topic, so be prepared to get the firehose out if it turns into a brawl. Long winded reply alert.

    In general, I mentally define a generic battle into four parts: the Stage, the Shock, the Assault, and the Clean Up.

    The Stage phase is how you set up the battle before enemies become aware of you. Fire/Kin doesn't have a lot to do here unless this is the first battle of the mission, when you might be Speed Boosting people (this action will later be rolled into the "Clean Up" phase). Staging is a major component of playing Mind, possibly Illusion, and now in some cases Electric. They use this stage to Confuse and possibly sleep enemies who are likely to cause trouble. (This is slightly off topic, but to do this smoothly, I have my Mind and Illusion trollers depart the team during the Clean Up phase so I can scout out the next set of targets. That way the team can cleanly roll directly into a Shock without having to wait).

    The Shock phase is the opener that alerts enemies to the team. If there is a Tank, this is usually where he or she usually leaps in and grabs aggro. It is typically one of the highest danger phases of the battle. The Controller's role, as I see it, is to "shock" enemies in such a way that most of them are unable to retaliate (the word "shock" in this sense refers to the war strategy "shock and awe" where you figuratively attempt to paralyze the population of an opponent nation by quickly eliminating its resources). This is in order to minimize the amount of return fire directed at the team. For Fire/Kin, this for me means an immediate Flashfire is in order, if it is available. If it isn't Cinders may be an alternative. On non-Fire/Kin Controllers you may also begin using other powers in an attempt to "shock out" as many enemies as possible while the team proceeds to "knock out." The shock out/knock out relationship forms the bulk of the battle synergy between Controllers and their teammates. Depending on the team the shock can last as little as a few seconds to quite a while.

    The Assault is the battle that ensues after the Shock phase. Mentally, I often think of it as the point when the Blaster AoEs are launched (because when I play my Blasters this is when that happens for me). More than likely a few enemies are still running around unchecked. On a Fire/Kin you may not have time to deal with that just yet. Your main concern is raining a barrage of damage down on enemies heads, and the best way to do that in this case is Fulcrum Shift. From there, it becomes a question of what you need to win the battle. Healing, endurance, damage etc, are all at your disposal. There is only thing that IMO you really have to remember: when you are Fire/Kin on a team, you are no longer the superstar. You will still do a lot of damage, and should still attack, but Blasters, Brutes, Scrappers and the like are the team's cannons. (E.g. I have a Scrapper who, hit with Fuclrum Shift, hits for over 1000 points of damage on a critical hit). I only say this because a lot of Fire/Kins decide that since they are such good farmers solo they must be god's gift to damage. The truth is that they hit hard, but surrounded by a team of damage classes, hit MUCH harder.

    The Clean Up phase comes at the end of the Assault phase, usually when there are 2 or 3 enemies left over who the team is piling on top of. This is the point when the battle is pretty much won. This is also the time when I advise most buff-Controllers to stop attacking and reapply their buffs. Let the damage classes (who don't have much else to do anyway) clean up the remaining enemies. On a Fire/Kin you can let your pets and damage aura do it too while you apply buffs. Do it even if the buffs are not close to dropping. Ideally you want to minimize the number of times you're forced to reapply during the middle of an Assault phase. Someone earlier said they only give Speed Boost to people struggling for endurance; IMO that is the worst way to use Speed Boosts, for reasons that would take another long post to explain, but again basically because "you are no longer the super star." However, it's not for me to dictate how people use their powers.

    Anyway that's my basic strategy. I hope it's helpful.
  18. Oedipus_Tex

    Spirit Tree

    While it's not a bad suggestion, I doubt if a change is likely. Most of the control sets have at least one somewhat questionable power (Smoke, Flash Freeze, Salt Crystals, Group Invis/Superior Invis collectively, and, at least on a Controller, Telekinesis).

    I also kind of think that, in the scheme of things, a buff to Plant Control is not really likely given its performance relative to other control sets, and to other sets in general.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Actually, the health normalized model is the better one from a design perspective. It tells you what's actually happening. Take damage and health. The most important number is the ratio of damage to health, not either number separately. If its 0.25 at level one and smoothly decreases to 0.125 at level fifty, that tells me something about the game design. If all I have are the damage tables and health tables, I have to compute this myself, because those two tables separately tell me absolutely nothing.

    Which, by the way, I have spreadsheets that do just that. Its how I actually know that in fact we get offensively weaker as we level, and by exactly how much.

    The math is always easier to get correct when designed around normalized standard scales. When it isn't done that way, weird mistakes tend to happen.

    We may have to agree to disagree here. The problem with a model based purely on modifiers is actual damage amounts, as opposed to damage multipliers, have to be expressed based on the target that was hit. If the question is "How much actual damage does Power X do?" The answer isn't "100 points of damage" it's "between 15 and 5% to a Tanker and 25 and 38% to a Controller, depending on their level."

    It's a lot easier, IMO, to just say it does a specific amount of damage and subtract that number from the target's HP. Players understand "100 points of damage" a lot more clearly than "some portion of your health that varies depending on your level and the equation that calculates how many total HP you would have if this were a game where HP were precalculated."
  20. Not sure I'll actually use this, but this was the preliminary build for my Elec/Force Field (and crazy expensive, I doubt I'd actually go this full route). It's capped to Smash, Lethal, Energy, Psi, AoE and Ranged, has +17% Damage and +46% Accuracy, and +67.5% Recharge.


    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    electric ff: Level 50 Magic Controller
    Primary Power Set: Electric Control
    Secondary Power Set: Force Field
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Leaping
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Tesla Cage -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5), Dev'n-Hold%(17)
    Level 1: Personal Force Field -- Ksmt-ToHit+(A)
    Level 2: Deflection Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(7)
    Level 4: Chain Fences -- Ragnrk-Knock%(A), GravAnch-Hold%(7), P'Shift-EndMod/Acc(9), Efficacy-EndMod/Acc(11), Posi-Dam%(45)
    Level 6: Jolting Chain -- Apoc-Dmg(A), Apoc-Dmg/Rchg(9), Apoc-Acc/Dmg/Rchg(15), Apoc-Acc/Rchg(15), Apoc-Dmg/EndRdx(17), Apoc-Dam%(46)
    Level 8: Conductive Aura -- Efficacy-EndMod/Acc(A), Efficacy-EndMod(29), P'Shift-EndMod/Acc(29)
    Level 10: Insulation Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(11)
    Level 12: Static Field -- FtnHyp-Sleep/Rchg(A), FtnHyp-Sleep/EndRdx(13), FtnHyp-Sleep(13), FtnHyp-Acc/Sleep/Rchg(34), FtnHyp-Acc/Rchg(37)
    Level 14: Hurdle -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Paralyzing Blast -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(23)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(23)
    Level 22: Dispersion Bubble -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(40), HO:Cyto(40)
    Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(40)
    Level 26: Synaptic Overload -- CoPers-Conf(A), CoPers-Conf/Rchg(27), CoPers-Acc/Conf/Rchg(27), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(34)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(43), LkGmblr-Def/EndRdx/Rchg(45)
    Level 32: Gremlins -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(33), BldM'dt-Acc/EndRdx(33), BldM'dt-Acc/Dmg/EndRdx(33), BldM'dt-Acc(34), BldM'dt-Dmg(37)
    Level 35: Repulsion Bomb -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(36), Det'tn-Dmg/Rchg(36), Det'tn-Acc/Dmg/EndRdx(36), Det'tn-Dmg/EndRdx/Rng(37)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(39), Aegis-ResDam/EndRdx(43), Aegis-ResDam(45), Aegis-EndRdx/Rchg(46)
    Level 41: Poisonous Ray -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Hold%(46)
    Level 44: Scorpion Shield -- EndRdx-I(A)
    Level 47: Disruptor Blast -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/EndRdx(48), Det'tn-Dmg/Rchg(48), Det'tn-Dmg/EndRdx/Rng(48), Det'tn-Acc/Dmg/EndRdx(50)
    Level 49: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(50), RedFtn-Def/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    ------------
    Set Bonus Totals:
    • 17% DamageBuff(Smashing)
    • 17% DamageBuff(Lethal)
    • 17% DamageBuff(Fire)
    • 17% DamageBuff(Cold)
    • 17% DamageBuff(Energy)
    • 17% DamageBuff(Negative)
    • 17% DamageBuff(Toxic)
    • 17% DamageBuff(Psionic)
    • 6% Defense(Smashing)
    • 6% Defense(Lethal)
    • 16% Defense(Fire)
    • 16% Defense(Cold)
    • 12.3% Defense(Energy)
    • 12.3% Defense(Negative)
    • 18.5% Defense(Psionic)
    • 6% Defense(Melee)
    • 18.5% Defense(Ranged)
    • 18.5% Defense(AoE)
    • 4% Enhancement(Confused)
    • 2.5% Enhancement(Held)
    • 42% Enhancement(Accuracy)
    • 67.5% Enhancement(RechargeTime)
    • 122.1 HP (12%) HitPoints
    • MezResist(Held) 8.8%
    • MezResist(Sleep) 3.3%
    • MezResist(Stun) 1.65%
    • 9.5% (0.16 End/sec) Recovery
    • 90% (3.82 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3.75% Resistance(Energy)
    • 5% RunSpeed
    • 2% XPDebtProtection



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1436;714;1428;HEX;|
    |78DA9D94C96F12511CC7DFC020652B20A51BA5FBDE3240A3714FA35D124D491AA37|
    |5495B1CE9D04E82D00C63A2376F6AD283276F9EB4CB458D9E34FE39EE753BB92606|
    |7FCB83D6787312BE9F99DFFB2DDF799347E6DAA45F881BE342094D14F472393B512|
    |ADA56A950302C57465F36733EA360E46CCBCC75E6F36E2144CF4E4235579B9229D5|
    |406C57CE89ABF9BC365DB2724676DA340A4BE193C515C3328AB656BDF1CF96A0C7B|
    |469178D7239480F3386BE6458E5157335201797576CB3B8ECAFAEAEC2436C6AD5CC|
    |6993A52B6651B74B5636A3C38C8C5EB60DEB7A33381D82DFCB909057C525EE03E2C|
    |2F180B14E5037189B80B4086D118E2AB52A217E53C2310871B4A2285105B3F63410|
    |5EC10827AFA8CE030E5A394BA8BB4BF0DE218C3EA3DEAF21DD251DB946392F41A8D|
    |7184942284548A4096FA0CAADD46195C3CDFDDAD6183C641CBC78A43F0FFBF3B2BF|
    |B750EA93FE7CE728D97F913147E83A4FE8BDC0DEE12307147EF7C02059764328284|
    |3C153703320DE41D3B07C8BF0572ADCFB8DF19DD0F083F193D0F88B5F141A45B891|
    |12E9A4DE8D8CE3108DF28A1A65FBFD6CBF3F44188830F6438AEA1461E8D4C4F9CE2|
    |6CE6FE6FCE6BFF2DF83CF16E9B3659E4CB42E301609ED59C625DE0A9DA040F798FC|
    |FEB156F609A1B81C18E781ED3C7098078EF2C06D18D82107766C5369E707C647C62|
    |742D76742EF17C204D476CB6FD4FD90423D8F188F194F38FD29C10966FAE46EF5E1|
    |36C445FF9893CCA4D8CC3E42628C70139606A5A7413E0443780806C4D03A638330B|
    |C49486C116E41D588FCEA235D34F73684346953639B49B699649B49F69766B72AD8|
    |4C7107478A372BCD9B95F612DAD45DE7AC029798F92732ABD60E9E502812DFC9A97|
    |8760EDFFF5ECFFDD5769ED35ED03328B3287328F3280B288B283ACA65941C4AE545|
    |AD3A78107D1D42398C7204258AFF3F6B98E9C633E843F1A30450EA5182282194084|
    |A2BCA3D94CA1F3E60099A|
    |-------------------------------------------------------------------|
  21. Quote:
    Originally Posted by Arcanaville View Post
    Not really: the purple patch would see to that.

    What I'm talking about is that in a very real sense, health and damage go up mainly for vanity sake, not for any numerical game design reason. Suppose I have an attack that does 10 points of damage, and it does 10 points of damage from level 1 to level 50. And suppose a minion has 40 health at level 1 and that same 40 health at level 50. It takes the same four hits to kill him at level 1 and level 50.

    Now suppose that instead of that I make that attack increase in damage from 10 points to 100 points at level 50, and the minion increases to 400 health. Its still taking four swings to kill him: my attacks are still doing 25% of his health per swing. All I've done is moved the decimal place on the numbers: in fact I could lie about it and just *print* the numbers in the combat chat that way, while internally the numbers were still exactly the same.

    That doesn't mean a level 1 can go attack and kill a level 50. You could still have level scalers that said when a level 1 attacks a level 50 their attacks are attenuated to only 1% of their normal strength or whatever, so it would still take 400 hits to kill that target.

    Its just that this would be psychologically unacceptable to most players. My damage has to go up. And what I attack must get stronger than what I was attacking yesterday. So the game designers have to apply scaling tables to make everything get bigger, in the correct proportions. And as I mentioned, they actually scale health up faster than damage, so while we hit harder, the things we're hitting gain even more health than we gain damage, so in relative terms we actually get slightly weaker as we level.

    This has nothing really to do with leveling and fighting different levels, because that can be addressed with combat modifiers. This is more of a case where the numbers the game *shows* to the players have to get bigger to signal increasing strength. They can't just show "hit for 25% of the minion's health" all the time. And if they actually said that and the number got smaller as you leveled, so that by level 50 you were hitting "for 12% of the minion's health" the players would be completely baffled.


    This is actually a standard of game design in general. It's not so much about psychology as that it makes the math way easier. It's also the tradition of RPGs going back to Dungeons and Dragons. And actually a big reason to do it is because the increases in values are not proportional. Traditionally, the classes/archetypes numbers spread out as they level. Tankers/Fighters acquire more HP and Mages/Blasters acquire more damaging powers. If you tried to model this using standardized HP it would be very confusing, sort of like: "The enemy does 20% damage to a Mage at this level but 45% at this level but if he had hit a Fighter instead it would only do 10%." It's much easier to just say "You got hit for 10 damage" than deal with all of that.
  22. Quote:
    Originally Posted by EinValentine View Post
    My Ice/Storm is slotted for recharge and could have perma-hasten fairly easily but I'm not sure its worth taking Hasten when I already have so much recharge already.

    It is.

    IMO.
  23. Oedipus_Tex

    Ambushes - FFS

    I'm not sure if it's the same mission you all are posting about but when I was around level 13 I was on a team of 8 that got ambushed by this:








    Actually there are some more enemies behind me that you can't see.

    And yes, I'm fairly sure everything on the screen is part of the ambush. It's possible my memory is foggy but I remember the whole group of 100+ enemies teleporting in on top of my team.
  24. Quote:
    Originally Posted by Warkupo View Post
    I don't actually use either on my Controller. Snow Storm was useful in earlier levels before I had more reliable controls, and 02 boost has just never been useful to me. If I'm doing my job right, they won't need to be healed. I would almost say 02 Boost is detrimental in that if you are trying to focus on keeping someone afloat with your subpar heal, you aren't able to reliable control the spawn, which is causing far more damage then you are preventing.

    You need Snow Storm even less because of your primary, but if I was going to pick one or the other it would be Snow Storm. You'd probably be better off just picking something else entirely, though.

    Unfortunately because of the layout of power selections he has only 02 Burst, Chillblain, and Snow Storm to pick from.

    (Actually IMO Chillblain isn't a horrible choice. It does the same damage as Block of Ice but animates very quickly, 1.1 seconds. Chillblain > BoI > Chillblain > Ice Blast isn't a bad power cycle for soloing.)
  25. Quote:
    Originally Posted by UnicyclePeon View Post
    I always thought that 1 power could cap the -runspeed but that it took 2 to cap the recharge (or get near). But maybe not.

    I'm still torn. Going the Snowstorm route is cheaper to perma-hasten, but I do honestly find I never use SS unless I'm fighting AVs. At least on my controllers. On Masterminds, I am more inclined to use it. But the O2 Boost option is the more expensive / more awkward one.

    Lewis

    You're sort of correct. It depends on the level of the enemies.

    Generally speaking you can predict how effective a debuff is against a +4 enemy by cutting the value of the power in half (the real value is 48%). Snow Storm's -62.5% is only worth -30% against a group of +4s. Shiver's -81.3% is worth about 39%. If you want to floor enemies you have to combine multiple powers.

    Then there are AVs. Assuming you are level 50, a level 50 AV has about 85% resistance to -Recharge. Ice/Cold is pretty much the only Controller combo I can think of with a chance to impact the AVs -Recharge in a meaningful way. Because Snow Storm is a toggle, if you can endure the endurance cost you get an automatic -9.37 base -Recharge. Whether that means anything depends entirely on what you stack with it. Heat Loss is a huge -Recharge debuff (-300%) but it's only up part of the time.

    As a general rule, I consider any -Recharge totalling less than -50% to be mostly ignorable. -50% is the point where an enemies powers take twice as long to Recharge. Note that like Defense, the more -Recharge you stack the more effective it is. It takes all the first 50 points to double the enemy's recharge, but the difference between tripling quadrupling the recharge is only about 8%.

    I wrote a detailed post about -Recharge a while back that might be helpful: http://coh103.gtm.cityofheroes.com/s...d.php?t=218111

    [EDIT: Forgot you are playing Storm and not Cold Dom. The info still stands, but I would vote for 02 Burst. I think you will need it to keep the idiot pet out of trouble. He often thinks he is an Animated Stone and not a piddly pile of ice.]