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While it would probably never happen, some of the Control sets might not be a bad idea for Masterminds. They seem to handle the Buff/Debuff sets well enough.
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Quote:This. Benumb has an equal -regen to Lingering Rad, but what's really awesome about it for many AVs is the -special.
If an AV has a defense-based Godmode and is Benumbed when they use it, it'll give them less defense than they would gain from it otherwise.
Benumb + Sleet = lolElude
Right. Outside of Traps, Cold is THE boss buster set. Paired with Illusion, which is the boss buster of the Controller sets, you have something AVs should be very scared of.
Radiation is still quite nice, just not as focused on single target elimination like Cold is. -
Quote:Just tweaked my Ill Rad build and, sure enough, it's possible to have perma hasten, PA, Benumb, sleet and near perma Heat Loss (95.7 seconds to recharge on a 90 second duration). You don't get the Regen whack of Lingering Radiation, but you beat the snot out of the Resistance.
Actually Cold and Radiation both have -500% regeneration, although Cold has it on a slightly longer recharge (120 vs 90). Keep in mind though that the debuff duration of Heat Loss is only 30 seconds and can't be perma'ed. The perma part is the endurance boost. It's still a huge amount of -resistance when combined with Sleet but not quite as extreme as it look at first (though still quite nice). -
Quote:Empath who buffs, blasts and heals > Empath who only buffs and heals > Empath who only heals ~ Empath who only blasts > Empath who shouts "gather" every. single. time. the aura is up and then make you wait... wait... wait...
Added an extra bit to the equation there. Because of all the fuss about "healer" Empaths I seem to run into a fair number of Empaths these days who will stand around using T1 and T2 blasts while the team is dying all around. I'm not talking about quick wipes, but slow chipping away of health over a period of time or allowing one team member to run around at 40% health for 30 to 45 seconds at a time. For some reason these Empaths do tend to have Resurrection though. I don't know if they just don't look at the team health bars or what the deal is, but primacy should probably be placed on having a sense of priorities that correlate to the current situation.
The "gather" thing is just a personal deal. I don't really hate it, but I start to just ignore it after a while. -
Nice guide so far.
I wrote a long post about -Recharge some time ago but never made it a complete guide. You're welcome to source from it if you want or even just tack it on as an appendix.
http://boards.cityofheroes.com/showthread.php?t=218111 -
I'd play it because it was a control set but conceptually I'd rather break new ground. It's sort of the same way I feel about us getting Electric Control. Yay, new power set. But I'd hyperventilate for something completely new, like Water, Insect, Chaos, Time, Moleculure, or Magnetic Control.
EDIT Just to gush: For example, I'd like to see what a set that was a half a step between Illusion and Ice Control would look like. Low to moderate damage, somewhat PBAoE based, with a combo of pets (but fewer than Illusion) and debuffs (but somewhat less than Ice). Water Control could actually be built somewhat to that route, and might even conceptually work with -Damage as the secondary effect. -
Quote:What Local said. I ended up not taking Earths Embrace even though I have the Stone APP, I just don't seem to need a heal that often. Three slotting Health and working IO sets for good ranged defense plus slotting Steaming Mists for defense keeps me pretty healthy. There are too many good powers in Earth/Storm to give up two spots for two VERY mediocre powers(compared to what you would give up, mediocre is definitely the word).
Too bad we can't give up Gale. -
Aid Self is indeed a very handy power for a Blaster, in large part due to redundant powers that can easily be dropped, but also because Blasters benefit so much from +Defense builds, which allow you to heal yourself with relative impunity. It's less so on a Controller, but again, you could do much worse. A 33% heal every 10 seconds is not what I'd call a bad power even if its not something you want to try tanking with.
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Whether its worth taking depends on circumstances. Earth/Storm is a very "confrontational" combo. It tends to drag what I refer to as "mystery aggro" back to you. That's where the room is full of mezzed enemies and yet something is still shooting you from... somewhere. Also for all its control Earth/Storm in a hectic team environment is extremely vulnerable to death-cancels (that is, having the effects of your controls wiped because you got killed). Earthquake, Quicksand, Volcanic Gasses, Freezing Rain, Tornado Lightning Cloud and of course your tanker pet all cancel if you die, leaving your team protected only by whatever you might have stunned. In a lot of ways this points me back toward Hibernate as the top pick--especially given Storm's habit of chewing your endurance. However, Aid Self is far from a bad power. You could do much worse.
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Rambly reply warning.
From a design standpoint IMO Ice Control is a major success. I don't think I've ever played a video game with something like it. I personally grade Ice Control a half a step below the leading Control primaries in terms of raw power, but in terms of the experience I think Ice Control is a winner.
I have a 45 Ice/Rad and 50 Ice/Therm (who was my first 50 actually). At the time I had created the Ice/Therm, I also had a 35-ish Earth/Therm, who was actually my first character to break the 20s. At the time I had no vet powers and we were using the old sidekick system, so it was rough. But in most games I end up playing support characters so I stuck with it.
Ice Control is very vulnerable to being "shut down." Enemies with PBAoES and mezzes can lock you out of using Arctic Air. Other Controllers and many of your own powers can lock out Ice Slick. You also have no good tools for taking a direct alpha (exception: Ice Slick around a corner, though most teams won't wait for you to set it up).
Since you bring no real damage if you PUG you are sort of vulnerable to becoming dead weight for the team unless you build for flexibility--and you are a toon that for sure needs a team at least until the 40s. Everyone looks at this a little differently, but my Ice Controllers are all built to take advantage of situations as they present themselves rather than to one specific scenario I seek to maximize. For me that means having Arctic Air for when I can get away with it (read as: the point you realize who is a good tank and who is not) but also Shiver for when I need to high tail it out of melee. It also means being ready to use Ice Slick but knowing the Fire Controller is going to cage everything and suicide leap into the pack so I need to jump in behind her.
One thing I recommend on an Ice Controller is slotting the AoE immob for immob duration so that you can get the longest possible Containment period possible without having to reset the -kb component. On same-level enemies you can easily get an extremely long Containment period that will allow you to crack them while they flop.
In terms of set pairing IMO any set will work well with Ice Control but I caution you away from Sonic Resonance. It's possible someone has made it work but if the experience is anything like my Fire/Sonic troller, the endurance cost is maddening. I did try the combo once a long time ago, got to level 12 or so and rerolled. The combined base toggle cost of Ice and Sonic's toggles clocks in at 2.90 end/second before even considering APP armors, and since the main synergy between Ice and Sonic is the big bubble providing mezz protection to run Arctic Air the results are disappointing.
As for my individual experiences comparing Thermal and Rad, they are about equal in power but play very differently. On the Rad the pet is almost not worth summoning sometimes because it dies constantly and drags aggro back. On the Therm the pet stands half a chance of living due to shields, and actually does pretty respectable damage solo. Thermal is normally a very hectic set, but Ice Control is almost what I'd call "soothing" in a way. The reduction in enemy speeds gives me time to take my eye away from the battle long enough to work the Thermal powers. On both characters I play as aggressively as the battle will allow. Arctic Air is a central part for both of them as they are currently built.
I have a 50 Force Field/Ice Defender. I would probably have made him a Ice/FF troller except that his name (Pinball Blizzard) implied knockback, which I don't favor for an Ice troller. I do believe that despite its low damage though that a Ice/FF troller is incredibly effective. If IO'd for defense it's a walking, undodgeable confusion cloud that's immune to standard mezzes. If you pick up Power Boost any bubbles you hand out are stellar, your confusion cloud lasts longer during the opening seconds of a fight and your personal defense actually increases for those 15 seconds, and if for some ungodly reason you still take damage you can PFF until things calm down. If I ever play another Ice troller it will likely be Force Field just based on my love of strong support characters--although I go into it realizing their low damage means they will have to be financially subsidized by other characters if I plan to IO. -
I have two Sonic Res'ers. It's ok if you can handle the endurance cost. My Fire/Sonic couldn't and has essentially been mothballed at level 39. I also have a Sonic/Dark Blast Defender at around level 32. For a Defender he is neither not as good at keeping people alive or adding a to kill speed as I'd hoped for but he does look neat and comes with AoE mezz protection. IMO Mind/Thermal is a very similar combo and would be able to contribute more. If you're looking for something strange just for the sake of it, Mind/Trick Arrow is fairly rare but also fairly synergistic. Don't want to discourage you from Mind/Sonic if you're set on it, but IMO for the pain it will put you through the combo doesn't deliver a whole lot relative to its endurance cost and lopsided solo performance.
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Arcana as always you have interesting thoughts. I agree in part with your conclusions, but I'm not completely convinced. Not that it matters. I think we just got through talking about why devs shouldnt always listen to player's opinions (meaning mine). As it happens for me, I am a small time game designer--just a hobbiest really outside of lame educational Flash games--but the lesson of Phantom Army has actually impacted me in some design decisions. It may or may not within this game. In the meantime I'm happy to use it.
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Gravity is not held in particularly high regard. It's not terrible--nothing in this game really is--but its lacking in a lot of ways. We're keeping our fingers crossed for a buff. Meanwhile I would recommend Illusion.
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Quote:If the Phantom Army was a mastermind pet, it would be problematic. As it is, they make poor tankers because you can only really use them as alpha strike tankers when you first cast them. After that, they quickly become scatter-brained and also follow behind you rather than lead in front of you. They are explicitly part of the "chaotic control" design of Illusion, which has very few hard controls (Blind and Flash are pretty much it) and few actual attacks (Blind and Spectral Wounds are pretty much it). The Phantom Army was explicitly intended to be part of the control of the set, and part of the damage of the set.
They are unkillable, but then again Earthquake is unkillable. Volcanic Gasses is unkillable. Bonfire is unkillable.
Illusion just happens to have a reputation for excelling in interesting corner cases, such as AV fights where the PA can be focused on a single dangerous target. Try using it on an AV that has or spawns minion support, or moves around a lot, and things go pear-shaped rapidly. But actually, in "normal" missions Illusion's chaos counter-balances its strengths to a sufficient degree to make the set interesting to play, but not overpowered. In fact, its performance is only average outside of singular hard targets.
Incidentally, in my opinion the best "unkillable" controller pet in existence today isn't the PA: its Carrion Creepers.
I understand what you mean but I don't agree with all of your interpretations. Earthquake is unkillable, but enemies also won't attack it. Carrion Creepers is indeed a great power though.
Obviously we all are never going to agree 100% about which powers are overpowered--especially since the notion of "overpowered" depends on a relationship to the game world. I don't particularly want the power changed, because like I said I'm happy to use it as long as its a "legal" tactic. Whether it should operate as it does is another question. If we concern ourselves with balance and comparing sets side by side, having one that is simply invulnerable to everything should not allow it to sidestep a comparison to +defense, resistance, mezz absorption and the like. Whether you want to take the argument that far is up to you--my take on it is I'm happy to have it but won't be terribly shocked or upset if its taken away from me one day, because I can see how someone would think it bypasses checks and balances imposed on other sets. -
Quote:Sadly, not even close. Most fire/kins I've teamed with don't speed boost anybody at all, if they even have the power. They do it because wading into a pack of enemies with Hot Feet on, locking them in place with Fire Cages, and then hitting Fulcrum Shift while your imps are clawing their junk does absurd amounts of damage.
It really is astounding that Fulcrum Shift hasn't seen its day in court yet given it lets the user skip damage enhancements because the buff is so high. But from dev comments about other powers it appears they are less concerned with +damage powers than actual attacks, at least at the moment. Fulcrum Shift is one of those powers I'm happy to use (abuse?) atm but every time the game updates expect to be modified. The other offender is Phantom Army, which is well and truly ridiculous (would you let your Tankers be invulnerable to all damage, mezzes, controls, and secondary effects? then why someone's pet? "because you can't buff them" is just a recipe for trouble on an AT with access to huge debuffs.) -
Dominators have an inherent power called "Domination" that allows them to double the magnitude of their mezzes. It works kind of like our "Overpower" ability but is far stronger and they control when they turn it on. The power is on a long recharge and can't be slotted but with sufficient global Recharge they can achieve what is called "perma-dom" mode, which means all of their controls always hit at double the mezz magnitude and will last somewhat longer.
For example, where a Controller's Mass Domination hits for mag 3 with a 15% chance for mag 4, the Dominator consistently hits for Mag 6. This allows Dominators to easily snag bosses with their AoEs that Controllers have only a small chance of locking down in one shot. It also allows them to bust through anti-mezz powers like Clear Mind and Dispersion Bubble that a Controller wouldn't have much chance of getting through.
Some of the Dominators you were dealing with were also probably using the Power Boost power available to many of their secondaries. That power approximately doubles the duration (only) of any controls you use, rather than the mag. Power Boost is available to Controllers as part of the Primal APP, and will considerably boost the effectiveness of your controls by making them last longer.
[EDIT: Too slow, part of your the question was answered above. Also added some additional clarification.] -
It's pretty much that way for all Controller versus Dominator comparisons really. There's no way to get Dominator levels of performance out of the primary, but you do have a secondary powerset that Doms drool over. Doms in general are better at locking stuff down but Controllers still bring a lot to the team.
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Quote:It's actually a bit trickier than just slotting LotGs. Takes a lot of effort really. Although again the fate of such a character depends in very large part on the intelligence of AVs. The ability of Illusion to solo AVs appears to be more accidental than intentional. Given recent trends (Psychic Shockwave, Shield Charge, Blessing of the Zephyr) it wouldn't be totally shocking if this gambit is closed. Which is not to take away from anyone who actually manages to do it, since it's not easy. It's just that if AV intelligence ever gets looked at this is surely one of the first holes that will be patched.Getting ill/cold to perma pa is basically just a matter of slapping lotgs everywhere you can. Cold doesn't give you much in the way of opportunities for set bonuses.
I have an ill/cold who's stuck for the moment at level 35. One of these days I'll get around to taking him to 50, and then think about spending however much money it takes.
I think the reason cold isn't more popular has a lot to do with how the set is structured. Until you get to the late 20s there isn't much at all to get excited about; stark contrast to rad, which gets it's strongest buffs much earlier. That and the fact that /cold is relatively new. -
Quote:Frankly, given that it's perfectly possible to run steamroll teams without a Tanker (or even Scrapper) at all, I can't really understand why some people get quite so worked up over the matter.
I pull a little stray aggro on my Blaster? I deal with it. I pull an entire mob's worth? I probably die...and then adjust my tactics. Keeping myself alive is at least as much my job as anybody else's.
I think though that there is a difference between what you "can do" and what is helpful. I have always found well played tanks to be very helpful to teams. They aren't necessary but they do provide a valuable commodity. I have to worry less about being attacked, have to worry less about protecting other teammates who are being attacked, and, crucially, am able to better predict where I should aim my AoEs without worrying too much about it.
To me the question of whether a tank should skip taunt is a bit like asking if an a Controller should skip their AoE hold. No team really "needs" it but its not a bad thing to have. If you can be effective without it might be ok to skip. That said, a lot of people are not good judges of how much they are contributing to a team. For people who are new to tanking I always prefer they have Taunt because it is much easier to use than most other methods and very clear in its purpose. I consider myself a fairly novice tank and I can assure you do not want to depend on me if I don't have that power.
IMO though a tank (not "Tanker") who comes into the team with the that attitude "the team can just deal with it" isn't bringing much. -
A thousand times yes. Volcanic Gasses is possibly the best AoE hold in the game. With just SOs you'll have the power worked down to about 2 minute recharge. If you decide to slot heavily for IOs you can work it down to a little over 60 seconds--which is the actual duration of the power.
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Quote:Anyway, my two cents. If a power can pass the design and play-testing phase, then the only time to really look at it is when new complimentary powers sets or new, easily available IO enhancements become available. Data-mine a bit to find out what powers nobody ever takes and improve upon those, give players more options, rather than taking options away that they've already worked hard to earn.
You are going to be unhappy in any subscription game you play. -
I usually just leave if someone says we'll be doing a 'Masters of' run. Squeamish, yes. But I don't think "if any one of your 8 members gets KO'd the whole team loses" is really a good test or particularly fun. I don't know what a better test would be. Maybe if it was "no temp power rezzes, no resurrection powers if you've been attacked within the past 30 seconds, you lose badge if anyone hospitals and returns into the mission."
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I apologize for a rather long winded response.
I never really payed a lot of attention to the "story" in hero or villain arcs to be honest. To me they come across like this: [wall of text] .... fighting .... [wall of text]. There is an awful lot of telling and not a lot of showing, and--this may sound weird--something about the font in this game makes me not want to read. I've actually done all of the hero Task Forces at least once but could not tell you a single story element of any of them, except the new Positron. The newer arcs in the latest issue do a lot to fix some of that and have stuff actually happen during the mission instead of in intro text that is only shown to the team leader. But any time I've been on a TF or story arc, it's always been like "ok now we're fighting clockwork" "and now we're fighting vazhilock" "and now it's council" without any reason or explanation to string it all together. Prior to the new Posi the six patrons arcs to me made as much sense as a series of completely random radio missions.
On the red side, I have one level 50 villain. I do not really play him much. I sit and eagerly await the opportunity to escape the Rogue Isles, which, while they'd be fine enough as a zone I only had to visit a la Boomtown or Dark Astoria, I find draining to play. Except for Grandville, I still cannot tell any of the villain zones apart; the villain zones, IMO are the zone version of the hero TFs. But more of a concern to me is that I've just never gotten the villain stuff. It just doesn't make a lot of sense to me. You are a villain... who spends the majority of his time fighting other villains. And yet the game is model is such that you are encouraged to form friendly teams with other (player) villains who for whatever reason you have no conflict with. The NPC citizens meanwhile are terrified of a lvl 1 Hellion but a lvl 50 Mastermind and her army of undead does nothing to stoke their fear. Basically City of Villains feels like City of Heroes except everything is "srsly darque."
I don't mean any of this as an attack on devs because I think there is a lot about this game is great. The villain side though I don't think really lives up to what its trying to portray. Teaming up to defeat big threats makes a lot of sense for heroes. Teaming up to do villainous things could make sense for villains, but doesn't if the whole time you're mostly just fighting other NPC villains. Not to mention, how lame must our PC villains be in the context of the CoX world if we can't ever have the enormous criminal empires that Nemesis, Arachnos, and even the Skulls and Trolls have.
So, to actualy answer the question: I did do the patron arcs but only to unlock powers. I can't tell you that I know what really happened during the arc but I know I had to fight Ghost Widow at some point and someone on my team told me it was because we were betraying her. So I guess that's what happened. The missions themselves were ok in a flash-boom way but if there was a story I missed it. -
Full disclosure: This image is slightly modified to restore the "Lost Connection to Map Server" text. This may disqualify the image, but I had to post it, because this was crazy. I map served the exact second that my Rise of the Phoenix went off and everyone on screen froze in this position:
WTH Just Happened?
No "I" in Team:
During a respec trial, something went wrong (maybe it always does?) and we ended up taking on a group of all-Tank bosses. No deaths.
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I just posted another one on the Virtue boards. This guy was my first 50. I rarely play him these days, although I did spend a lot of time on him the first go round. Power sets are Ice/Therm/Fire.