Oedipus_Tex

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  1. Oedipus_Tex

    what/cold?

    Interesting. I also just looked at Psychic Scream on a Defender. That power is -62.5% Recharge, appears to self stack, with a base Recharge of 12 seconds. But, only a debuff period of 10 seconds, and you're wasting DPS hitting an AV with a cone.

    Also am I reading the Blaster version of Shiver correctly? It looks like it might self stack. base duration 18 seconds, base Recharge 12 seconds, -62.5% Recharge per application. This has always been weird given Ice Control's Shiver Recharge time. Of course then you're a Blaster skipping blasts to debuff Recharge, but WOW at those numbers from a DPS AT.
  2. I've never played this combo but I imagine the way I'd approach it on large teams is to Speed Boost the team, throw a few support powers around, and then run toward the next enemy group when about 80% of the mob was down and the team had things under control. Then I'd sleep the next group from afar and start confusing the hard targets from safety. When the team came speeding toward the mob, I'd Fulcrum Shift, Terrorize, and basically repeat the whole process.

    I call this overall technique "pre-tanking." I think I am the only person who uses the term. But I think it's something Mind Control does better than any set... and actually only two sets in the game can really do it at all, (the other being Illusion, which has pets that tend to interfere with the strategy.)

    One thing that will make this strategy especially useful is if you can find a way to become invisible. Super Speed + a Stealth proc in a travel power (I use Sprint) will do that. You may also consider using the actual "Stealth" power + the proc in Sprint, since your Siphon Speed will eliminate some of the downsides of Stealth--it depends on how fast you want to be able to move.

    If you do decide to use my pre-tanking strategy, one thing that's crucial is for you to learn which mobs in the group need to be confused. Malta Sappers, for example should always be your first priority, then (for me) the giant robot looking bosses with the burn patches (HUGE damage to enemies). For Carnies, it's the Master Illusionists followed by the Illusionists themselves (because when they get confused their first action is to use Flash, an AoE hold.) For Circle of Thorns, you want to hit anything that can summon AoE's particularly the ones who have Earth Control (I think they are "Ruin Mages"?) Tsoo Sorcerors are another prime target.

    To really get this strategy going, slot Confusion with the Contagious Confusion proc when you hit level 50.
  3. Oedipus_Tex

    what/cold?

    Quote:
    Originally Posted by ketch View Post
    Just tested this a bit. Purple patch scaling is in effect. AV Resistance is not. A single Siphon Speed on a +4 AV results in -9.6% recharge. Even triple stacked it is, as Tex said, only about -30% recharge.
    Also, does it stay "triple stacked"? I have to assume it is only triple-stacked part of the time and double-stacked at other times. What I also don't really know is which, if any, of the blast powers or Ice Control powers self stack, and that could significantly push numbers in their favor.
  4. Oedipus_Tex

    what/cold?

    Quote:
    Originally Posted by Max_zero View Post
    A Kinetic can triple stack Siphon Power and FS for -80% damage done and triple stack Siphon Speed for -60% recharge.
    On a same level, level 50 AV, -Recharge is resisted by around 85%. That -60% Recharge wittles down to about 9% when all is said and done, which has essentially no impact on the enemy (although it could help if you have a bunch of teammates who can stack it).

    When it comes to -Recharge and AVs, pretty much the only solo contenders are Cold Domination, Ice Control, Ice Blast and Psi Blast. Nothing else can generate numbers decent enough to really make it work. And really only Cold Domination can pull it off when not paired with a very high -Recharge set, for stretches of 30 seconds at a time.

    An Ice/Cold Controller for example can hit -771.25% Recharge if she uses every one of her powers other than Glacier, Heat Loss is up, and Arctic Air and Jack Frost are within range of the enemy, resulting in -115% Recharge, completely flooring the enemy, even severely hampering a +4 AV (which reduces it to around 60%, or attacking around 2.5 - 3 times slower than normal--I'm too lazy to look it up on my chart).

    When Heat Loss is down the -Recharge is still around a respectable -70% Recharge on a same level AV.

    [EDIT: Nevermind, didn't realize the -Recharge in Siphon Speed was unresistable. Although what "unresistable" means in this context I don't know. If it means it ignores AV resistance but not purple patch, it's still reduced to just -30% Recharge total, which is a good start but would still require major assistance from the primary set. If it means it ignores purple patch but not AV resistance then it's doing very little.]
  5. The buff I wanted on Defenders was wider AoEs and/or lower recharge time on primary powers (not a "bonus," just straight up lowered times). The "new" Vigilance won't get me playing Defenders. Slightly better buff numbers simply don't make up for other ATs being able to use key powers as often or in as wide an area.
  6. Oedipus_Tex

    what/cold?

    Quote:
    Originally Posted by Frosticus View Post
    Guess you learn something new every day. Sleet (and Freezing rain) are pretty much the best -res powers in the game. When they aren't bugged, and we can only assume that Castle will fix it some day, they are easily stacked and settle in nicely as second most forcemultiplication behind kinetics.

    In case you weren't aware, Heatloss also provides 30% -res.

    Benumb, while up, provides 70.67/265.05 effective DPS against a lvl 50 AV/GM respectively.

    In mob to mob action it is behind Kinetics and maybe storm (Basically whether LS+nado pull ahead of HL spikes). Against hard targets it is well ahead of everything* if you can perma benumb, but typically more in line with Rad.

    So ya, being one of the top rankers across various types of game play is pretty dang offensive.

    *No traps available to controllers.

    Would you like to know how it compares defensively that warrants the title "extremely" as well?

    I agree with most of this, although I'd say Cold IO'ed for Recharge is way ahead of Radiation against hard targets. On top of everything else Heat Loss has a huge -300% Recharge debuff in it that is unmatched by any power in the game, even if it can't be perma'ed. That combines with -87% Recharge in Infrigidate, -62.5% Recharge in Snow Storm, and -40% Recharge in Sleet. That's a total of -489.5% Recharge, and if you hit a same-level AV with it at level 50, you're reducing it to around -60% Recharge by yourself for 30 seconds every cycle (about 100 seconds on my IO'ed Cold character). Two Cold Dominators working together could very easily floor the Recharge of an AV and keep it there. That AV is then attacking 4 times slower than normal.

    To make things even more stacked, Benumb has -Healing, which lowers AVs ability to heal themselves and each other (e.g. the Nictuses.. Nictii(?) in the ITF). Plus -50% Damage. Plus, if we're talking on a team, around +16.8% Defense from the shields, which unlike Rad's toggles, goes unresisted.

    All of this says nothing for the fact that Heat Loss is basically an excuse to never look at your endurance bar again. Even if it hits just one target the endurance buff is so powerful my character can run unslotted Telekinesis on an AV continously for the extra Hold mag.
  7. Quote:
    Originally Posted by Bruce_Lightning View Post
    Maybe not, however, joining my thread and posting absolute nuisance in the rudest and ill-mannered way makes him an *** in my book. All I wanted was some friendly advice, of which I have already received. Also, being an open forum does not give him the right to post in such a way.

    Somewhere between ambivalence and outrage there's an acceptable medium.

    I understand why you and others post on this topic. But you should also understand why a lot of us are weary of it filling up the boards. The discussions never go anywhere different than the previous hundreds of posts on the subject. Which is why I think those of us who post a lot should simply redirect to the existing posts. No need for any of us to draw blood when there are much more contentious topics for us to fight over. Your specific question about Flashfire/Cinders is welcome of course. But there are so many posts of Fire/Kin builds on this board that we could fill the BP oil gusher with them.
  8. Really not meaning to nitpick or complain, but how many possible variations on Fire/Kin builds are there? It seems like a new topic on this gets started every few days and like a lot of trouble would be saved if we just started linking to those posts.
  9. Oedipus_Tex

    what/cold?

    Quote:
    Originally Posted by Windenergy21 View Post
    Yeah I think the devs know about it, but arctic fog really needs to grant positional defense as well. Hopefully they fix that soon.

    As to FW, its on a diminishing returns based on how much +HP the character you use it on has. Its not a bad power, but I still feel it should have a heal, or preferably a regen component to it.

    I wouldn't drop snowstorm, its a very good power that only needs its base slot. On an ill/cold i'd never skip it, since illusion doesn't have any way on its own really to stop mobs from moving around too much.

    I actually think Arctic Fog is fine as it is. Cold Dom, to me, is a set that already seriously pushes the limits of overpowered and any buffs to it would be egregious. I think it gets less attention than Kinetics or Radiation because it blooms later. But Cold Dom is easily in that class of power sets once it gets its full arsenal. IMO the set that really needs looked at is Storm Summoning, given how close it is to Cold and the huge hit it took when pet Recharge got nerfed. If nothing else Cold Dom's Benumb power should actually be nerfed on Controllers, because it's bugged right now and giving us better debuffs than Defenders get.
  10. Oedipus_Tex

    what/cold?

    Frostwork confuses me. I'm terrible at math but basically it looks like at level 50 it would put most characters at their HP caps. If you put the power on another Controller, she'd go from around 1017 HP to around 1606 HP, which is a change of 589 HP. That's basically the same as providing around +35% Resistance, if the character heals that damage. Or so. My math skills are total fail. If i'm right it's better than a Thermal or Sonic shield. But only on a few party members at a time and you have to buff-bot it every 2 minutes. IMO still totally skippable unless you mostly work on small teams. Though I guess you could use it on a pet.
  11. It's a personal decision but I always favor Hasten over Swift at low levels. In fact it's extremely rare that I take Swift at all, since so many of my characters use Ninja Run and Hurdle is much faster paired with that.

    The reason to take Hasten so low is it provides a MUCH bigger boost to your recharge rate than you will ever get with slotting at that level. With 3 Training Origins slotted it is up about 40% of the time (about 300 seconds end to end recharge with 120 seconds of that Hastened). Looked at as an average, that's about like a global boost of 28% to all powers, or like slotting every single power you have with 3 recharge TO slots. Now, in practice Hasten doesn't actually work like that--you get bursts of very fast Recharge mixed with slower moments. However any long recharging powers--specifically, AoE mezzes--are likely to Recharge faster, and the effect is extremely significant. It's like getting free enhancement slots when you need them the most. The powers Ice/Storm is most in need of re-popping at early-ish levels are Ice Slick and Freezing Rain.

    As for what to actually put in enhancement slots, the answer for most powers early on is simply Endurance Reduction. You really don't need the accuracy yet (since you've got a bonus and probably fight enemies your level besides), damage and mezz duration barely effect the bottom line. Recharge enhancers go in a few critical powers but everything else benefits most from Endurace Reduction.

    Arctic Air, BTW, works fabulously at low levels if you six slot and fill it purely with endurance reduction. You will still struggle for endurance a little, but if you can resist the urge to click constantly you are hands down the most powerful team Controller possible until level 15 or so. Very, very few enemies can withstand this power at that level due to their very few attacks and the fact that it is always available, while other Controllers are struggling with Recharge. In fact, at very low levels (e.g. on sewer runs or early missions) an Ice Troller is probably a better tank than most actual Tankers or Scrappers.
  12. I have a Mind/Cold/Primal that I love. It is actually my favorite character. He is my only heavily IO'ed character (built for Recharge). It's been great.

    Cold has a lot of the features of Storm but none of the knockback. You can combine Super Speed with Arctic Fog for invisibility, which works great with your non-notify powers. Heat Loss ensures you have the endurance to stay perpetually invisible. The freedom to run into hordes of enemies and confuse/sleep them is really awesome--you actually beat Illusion trollers at the stealth-mezz game, and with no pets to worry about, you can go entire fights without enemies knowing you're there if you need to. Cold also has an amazing single-target debuff in Benumb, for use on bosses. And Sleet, of course, which is a slightly weaker version of Freezing Rain.

    At low levels it's a single-target build. That changes in your 30s and you become a great AoE Controller.

    It's not a combo for everyone--no farming, probably no AV soloing--but as someone who plays on teams and does lots of Task Forces I have found it a perfect fit.
  13. Mind Control is about the safest possible soloer you can build for everyday missions. It's certainly not the fastest, but to get killed you have to really, really work at it. The only, uh, "weakness" is it can't solo AVs, not because it's a bad set but because--dangerous sidebar rant alert--AV fighting is a cheeseball gimmick dominated by completely arbitrary rules (AVs have high regen and don't resist -Resistance like they should due to game limitations, basically).

    Mind/Kin is so clicky I'd probably break the keyboard in frustration. Mind/Rad, Mind/Cold, and Mind/Storm I find much more palatable. And good old Mind/Force Field can be IOed into a kind of rolling tank.

    I personally think Psi Blast is kind of not so hot on a Blaster, for a long list of reasons. The Defender/Corruptor version's not as bad. But I'd still generally have Mind Control over any of the Psi Blast sets. The damage difference between them isn't that big and the mezzes in Mind Control are MUCH better than the blast sets... actually one of the top mezz sets in the game. Plus unlike the Blasts, Mind Control ignores positional defense (so force fields, for example, provide no extra protection).
  14. Quote:
    Originally Posted by Frosticus View Post
    Maybe people have just realized that the mitigation threshold necessary to cruise through the game gets lower and lower due to IO's shoring up the value. At which point damage is the most desirable trait to seek.

    In other words, I can make a fire/x troller tough enough to handle pretty much anything in the game, but I will never make an ice troller do anywhere near the damage that fire does.

    Either that or forest fire season is kicking off and it is being reflected on the boards.

    Pretty much this.

    Although it'll be interesting to see if the incarnate-level game yanks the difficulty up. Even making creatures live a bit longer would add a lot of hazard to a lot of sets as they are currently being built.
  15. Welcome to the forums.

    I have a Fire/Cold at 16 and a Mind/Cold at 50.

    Your plans should work well. Fire/Cold should make for a great team player and should be pretty good at farming, although not like a Kin most likely.

    The set has one major weakness: no AoE heal for the imps. This may make keeping them alive more difficult. Or you may not notice it much.

    Rather than the Ice app though I'd be thinking Stone. It's probably not as thematic but you'll be in melee anyway, and could really make use of the heal and extra HP. Barring that, Psi is a good choice for Indomitable Will. It's also hard to go wrong with Primal, thanks to Power Boost, which works great with Cold (despite not boosting the shields) and really helps Fire's limited AoE mezz abilities.
  16. Oedipus_Tex

    what/cold?

    Anything works. I avoid Gravity on principal but any primary benefits from endless endurance, strong boss debuffs, and ( with super speed ) invisibilty.
  17. Quote:
    Originally Posted by Madam_Enigma View Post
    Uhm, with Madam Enigma my recharge on attacks is such that... I have 8 or more attack chains possible at any given moment because all but one attack is recharged. And I spam attacks. As such, her attack chain is typically "What do I feel like attacking with next". Get enough recharge slotting and attacks, and this is true of pretty much everything. And once you hit that point, more recharge is rather pointless.

    I know with my archery blaster too much recharge boosting actually hurts my attack chain periodically. Why? Because nothing is charged for a few seconds. And the powers that character has that would REALLY benefit from +recharge, one I don't use often cause it's cumbersome in battle (rain of arrows), and the other sucks for mid battle use since it's interuptable.


    Unless your "attack chain" is Build + Aim + Rain of Arrows, Archery benefits from extra recharge. Maybe you feel that power is "cumbersome" but you are in the minority.
  18. Quote:
    Originally Posted by Madam_Enigma View Post
    How is it beneficial to have powers that already recharge so fast you have eight or more different attack chains possible at any given moment recharging faster still?

    Because this isn't about "attack chains." Attack chains exist as a limitation of recharge. If recharge didn't exist you wouldn't have "attack chains" you'd just spam your one best power as much as possible.

    +Recharge doesn't just boost attacks, it boosts Aim, Build Up, Power Boost, etc. You can't "chain" these powers but +Speed will make them recycle much faster. This also happens to all Control AoEs, all nukes, and all recharge-intensive buffs and debuffs. Ultimately there are very, very few characters who don't benefit significantly from a +50% Recharge boost.
  19. You really don't need to cap recovery with Heat Loss. If you hit even one enemy it will have so much effect that running out of endurance is close to impossible. The only people who should still be able to do it are nukers and maybe people with EMP Pulse.
  20. Quote:
    Originally Posted by Madam_Enigma View Post
    I, and others have already mentioned times and reasons why it's NOT great to have cast on you.

    Yes but you are wrong. :P

    Just kidding. But I'm not sure what this comment has to do with my point.
  21. I'd put it in Empty Clips. It recharges slower than Pistols but it hits more targets. The odds of the proc firing go up the more enemies you're hitting.
  22. Couldn't a PVPer just speed run/jump out of the range of the Rad toggles and run right back at you? Their range is really not that big (70ft). No out-ranging Infrigidate/Benumb/Heat Loss though.
  23. Quote:
    Originally Posted by Steel_Shaman View Post
    Anyone who's been reading these forums for a while knows that this topic comes up periodically. Someone comments on how they hate SB or won't take it, then the flames commence. This got me started thinking about something that will probably get me burned at the stake, but here goes:

    Has anyone considered the possiblity that Speed Boost is simply too good? In this very thread we have people commenting that they don't care if a Kinetics character has their Tier 9 power, as long as they have Speed Boost. That seems a bit messed up to me. So should the Devs look into whacking SB around with the nerf bat for a bit? I personally believe the answer is yes. I dont know of a single other power in the game that will get someone insta-kicked for not having, or has generated this much hate on the boards at the merest mention of the heresy of not taking it in one's build.

    First of all Speed Boost is not the only power that is considered a near must-have. We don't get discussions like this about Insulation Shield because there's pretty much unanimous agreement that skipping it is a mistake.

    The second part of the problem isn't so much that Speed Boost is overpowered. It's the combo of Great Buff + Fast Recharging + Short Duration that makes it such a sore topic. The power just absolutely sucks to use, because it goads you to bot it endlessly. This is the exact same thing that would happen if Insulation Shield were on a 2 minute timer instead of a 4 minute timer.

    So no it's not a matter of power. The problem is that SB provides benefits players want up all the time, combined with a recharge time which permits that, combined with a short duration which means you're stuck constantly recasting it. If the power was supposed to be limited in some way the Recharge should have been longer (see: Fortitude, Forge). Instead it's "balanced" based on pure frustration. It's assumed that the cost of keeping the power active (that it's a PITA) balances its benefit. Instead it just irritates the heck out of the person stuck casting it, which is why you see a lot of people scrambling for excuses to avoid the power. Its great to have cast ON you, but casting it on other people is a lesson in tedium. All of this is why I said previously I hope this power is never ever used as a template on which to base future powers.
  24. Quote:
    Originally Posted by srmalloy View Post
    Doesn't change the fact that once you hit a particular mob with the AoE, there is nothing you can do via slotting your power to affect whether the individual ticks of damage 'hit'.

    Yeah but on the flip side there's nothing the enemy can do to influence whether the strikes hit either. Even if they run away they still take damage, and because the damage is somewhat random they don't know whether they will be alive or dead when its all over. For all the enemies the power does less than average to, there are others it will do much more than average damage to, who will die from the attack but would have survived an "average" amount of damage. The randomness is not all bad.
  25. Oedipus_Tex

    ICE/Storm ...

    Quote:
    Originally Posted by UnicyclePeon View Post
    Hibernate is nice, but I'd rather have the attacks. That's why I went Ice, to get 3 attacks. So it came down to Hover vs Hibernate. Conceptually, the character has to hover.

    But yes, Hibernate is a great power. I used to use it but found I can be pretty aggressive and not need it.

    Lewis

    But why both Snow Storm and Shiver?