Oedipus_Tex

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  1. Quote:
    Originally Posted by Windenergy21 View Post
    The sonic still grants more resistance. While the scrapper is "tanking" its not hard to be close enough to keep the sonic dispersion. And on larger teams you're not going to be forging everyone, while the resistance debuff goes for anyone on the team. To each his own if you say, but I love the earth/sonic combo, earth/thermal, meh.

    Earth/Thermal is an outstanding combo.
  2. Quote:
    Originally Posted by StabBot View Post
    People take Freezing Arrow? That ability is just awful once you have single origins on your primary hold... The animation time is agonizing, it does no damage, and it has a short duration. :/

    Agreed. I was in a debate with someone a few months back in which he called Trick Arrow "nearly overpowered" on a Controller because of this power. It left me somewhat mystified. I once did take Ice Arrow with the idea of holding bosses, but quickly specced out of it after realizing how little value it added.
  3. Quote:
    Originally Posted by JuliusSeizure View Post
    That's what the Kin is for. Massive recharge and recovery is basically what you'd get fully purpled out.

    I second Dark Armor. It benefits tremendously from Kinetics.
  4. There is at least one place something sort of like this does happen. If you are in a mission where a boss is supposed to become "friendly" after taking a certain amount of damage, and the boss hits that level of HP while s/he's Confused, the boss will become invulnerable to your abilities but keep attacking you until the Confusion wears off. The only place for sure I've seen this is in the new-ish missions with I17.

    I've never seen a Confused enemy get a buff. What the OP may be misremembering though is that the Contagious Confusion proc used to affect pets. It was awful. I remember my Ice pet killing me on several occasions prior to the bug fix.
  5. Quote:
    Originally Posted by Leandro View Post
    Exactly how I feel about my main character. Illusion/Empathy can do almost everything effectively.

    But can it farm or solo an AV? Kidding, but it seems that's many people's standards.
  6. Quote:
    Originally Posted by Nemu_ View Post
    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Science Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Mesmerize -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
    Level 1: Infrigidate -- Acc-I(A)
    Level 2: Dominate -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Endo(29)
    Level 4: Levitate -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(13)
    Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Acc/Rchg(9), CoPers-Conf/EndRdx(9), CoPers-Conf%(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(42), RechRdx-I(42)
    Level 10: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(43), HO:Cyto(46)
    Level 12: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(48), HO:Cyto(48)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
    Level 16: Recall Friend -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34)
    Level 18: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(31), FtnHyp-Acc/Rchg(31), FtnHyp-Sleep/EndRdx(31)
    Level 20: Arctic Fog -- LkGmblr-Rchg+(A), S'fstPrt-ResDam/Def+(21), LkGmblr-Def(43), HO:Cyto(43)
    Level 22: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(23), Zephyr-ResKB(23)
    Level 24: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(25), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(27), Lock-Acc/EndRdx/Rchg/Hold(27)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(48), RechRdx-I(50)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(37), HO:Cyto(40)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(33), Mlais-Acc/Conf/Rchg(34), Mlais-Dam%(34)
    Level 35: Sleet -- Posi-Dam%(A), Achilles-ResDeb%(37), LdyGrey-%Dam(39), LdyGrey-DefDeb/EndRdx(39), UndDef-Rchg/EndRdx(39)
    Level 38: Heat Loss -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(40), Efficacy-Acc/Rchg(40), P'Shift-Acc/Rchg(42)
    Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    Level 44: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
    Level 47: Power Boost -- RechRdx-I(A)
    Level 49: Teleport -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run



    Code:
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    For this one I built for ranged defense. If you slot level 33 set IOs for all your powers you get 42% ranged def at level 30 and 85% recharge which is slightly better than your original build.

    HOs aren't that hard to attain, a few STFs and you should have those cytos/enzymes.

    FYI Power Boost only helps your controls, benumb, and the slight defense bonus in fog and manuevers, but not the shields, you probably already know that. If you wanted it because of aid self, then you can drop teleport and maneuvers, at the cost of 7.5 recharge and around 6% ranged defense.


    Hmm. This build is kind of genius. When I see things like this it makes me realize just how difficult optimizing really is. The only unfortunate thing is that Blessing of the Zephyr just got nerfed. It now provides much less defense than before, so sadly this build won't deliver as much defense as it used to. Still a really good design for a pre Issue 17 character.
  7. Oedipus_Tex

    Gravity woo!!

    I kind of hope the new animation is me winning. I love that graphic.
  8. There pretty much isn't a "right" answer to this, but here are my thoughts on the Sonic vs Thermal thing.

    While ok overall, Sonic's most important contribution is AoE mezz protection, and that's not that useful here. The big bubble provides slightly more Resistance for the Scrapper and mezz resistance for a Troller who isn't in point position. The big bubble is great (tho IMO the worst of the 3 big bubbles) on large teams and in raids, not so hot for melee types who have their own status protection.

    Now, Sonic's debuff ring is pretty good. But it's also an endurance hog in a set with poor Recovery. It's also only -22.5 Resistance. And, if you fight anything higher level than you that gets resisted. For this particular scenario, it is strictly weaker than Thermal's Forge power, which grants +40% damage, and never gets reduced when fighting higher level enemies. (The debuff ring isn't terrible, it just comes into better use on a bigger team.)

    In the end, for pairing with most Scrappers or Tankers in a small group, I'd recommend Thermal over Sonic.
  9. Quote:
    Originally Posted by MaxLongstreet View Post
    Not enough global recharge .

    You certainly got more efficient on the recharge there. I'd never pass up some of the defense you're passing on, but hey, if you don't need the defense more power to you.

    One slot that might be overkill is the second Accuracy in Benumb. I know you don't want to miss with it, but anything you're hitting with Benumb you've just hit with Infrigidate and Freezing Rain. Add in 48% global accuracy, and it's hard to see you're not at 95% on anything unless you get socked with big to hit buffs.

    What would you consider better? Obviously I could improve it with more purple sets, but since that would nearly double the price of the overall build I'm not sure where else to get extra Recharge.
  10. Quote:
    Originally Posted by Ben_Arizona View Post
    At that point it becomes a knife-fight between Frostworks, Stone Cages, and Snow Storm. For me, Stone Cages lost the knife fight, and I am explaining why. It is reasonable to me that for other people Frostworks or Snow Storm will get cut, but it seems frequently taken as a given that Stone Cages is not even on the table for this particular cut. I've said quite a few times that I'm not trying to argue that nobody should take Stone Cages ever. Rather I am saying that it goes with Frostworks or Snow Storm on the candidates list for the third cut and that I don't think it should be treated as the mandatory/hard-to-cut power people consider it to be - it's one of the niche powers of the set pairing.

    I think what people are trying to say is it really isn't a niche power. I actually did spend a lot of time without it, so I can see an argument for skipping it. But, it is one of those powers most people take.

    It's funny how public opinion has shifted on it, though. It definitely seems like lots more people hated the power a year ago, and I've been explicitly told by some team members not to use it, because of the overwhelming sound + graphics. I've always been happy to oblige since, on a team, I'm more likely to use Earthquake.
  11. OK thanks to all of you who made comments. Here's another version of the build with some fairly large modifications.
    - Dropped the sixth purple Coercive Persuasion. This decreased global Ranged Defense by 5%, but bought a slot elsewhere
    - Changed Dominate and Power Blast to Decimation sets, netting 6.25% extra recharge each
    - Dropped Stimulant and Aid Self to take prereqs for Phase Shift. These powers also happen to allow me to slot 2 more Luck of the Gamblers, at a gain of +7.5% recharge each. I'm aware Invisibility conflicts with Arctic Fog. It's basically a mule.
    - Dropped Conserve Power. Heat Loss has been worked down to just 14 second downtime. I have no idea how hard I'd have to work in order to run out of endurance in the course of 14 seconds.
    - Picked up Phase Shift as a level 49 power. I have no experience with this power at all so let me know if I'd better off just going with that temp power that's out there, even given the prereq mules I'm using to net that last 15% recharge.


    Net effects:
    - Hasten is now just .7 seconds from perma. Good enough for me.
    - Heat Loss is down to about 14 seconds
    - Levitate is down to 1.84 seconds, Power Blast and Dominate to 2.38. This actually means Levitate is recharging almost faster than its cast time.
    - Benumb is 3 seconds from perma.
    - Power Boost will be active slightly around 30% of the time, recharging in 33 seconds.

    Mezz times (parentheses show Power Boosted times):
    - Confuse: 1 min 13 sec (2 minutes)
    - Mass Confuse: 1 minute 7 sec (1 minute 48 seconds)
    - Dominate is not slotted for mezz time because Confuse is taking care of it on its own. Confuse's recharge is actually just .2 seconds from overtaking its animation time, meaning this power can simply be spammed.


    Here is the build:

    [EDIT: Minor correction to slotting of Arctic Fog.]

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    12-29-09 Cold Reader NO STAM2: Level 50 Natural Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Concealment
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/Dmg/KB(3), KinCrsh-Rechg/EndRdx(15), KinCrsh-Acc/KB(31), KinCrsh-Rchg/KB(48), KinCrsh-Dmg/EndRdx/KB(48)
    Level 1: Infrigidate -- Acc-I(A), Acc-I(5)
    Level 2: Dominate -- UbrkCons-Dam%(A), Decim-Acc/Dmg(3), Decim-Dmg/EndRdx(11), Decim-Acc/Dmg/Rchg(11), Decim-Acc/EndRdx/Rchg(13), Decim-Dmg/Rchg(43)
    Level 4: Ice Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(5)
    Level 6: Confuse -- CoPers-Conf/EndRdx(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf%(13), CoPers-Acc/Rchg(15)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(17)
    Level 12: Recall Friend -- Zephyr-ResKB(A)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Mass Hypnosis -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Acc/Rchg(17), FtnHyp-Plct%(21), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(33)
    Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(23), UbrkCons-EndRdx/Hold(25), Acc-I(37)
    Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), Ksmt-ToHit+(23), RedFtn-Def/EndRdx(50)
    Level 22: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), P'ngTtl-EndRdx/Rchg/Slow(25), Slow-I(40)
    Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), Ragnrk-Knock%(37)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(31), RechRdx-I(36), Acc-I(46)
    Level 30: Invisibility -- LkGmblr-Rchg+(A)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(34), RechRdx-I(34)
    Level 35: Sleet -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(36), UndDef-DefDeb/Rchg(36), LdyGrey-%Dam(37), Posi-Dam%(40), UndDef-DefDeb/Rchg/EndRdx(46)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-Acc/Rchg(50)
    Level 41: Power Blast -- Decim-Acc/EndRdx/Rchg(A), Decim-Acc/Dmg/Rchg(42), Decim-Acc/Dmg(42), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(43), Dev'n-Hold%(43)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Dmg/Rchg(46), FrcFbk-Rechg%(50)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Phase Shift -- RechRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 0: Ninja Run
    ------------
    Set Bonus Totals:
    • 11% DamageBuff(Smashing)
    • 11% DamageBuff(Lethal)
    • 11% DamageBuff(Fire)
    • 11% DamageBuff(Cold)
    • 11% DamageBuff(Energy)
    • 11% DamageBuff(Negative)
    • 11% DamageBuff(Toxic)
    • 11% DamageBuff(Psionic)
    • 4.5% Max End
    • 6.5% Enhancement(Confused)
    • 48% Enhancement(Accuracy)
    • 103.8% Enhancement(RechargeTime)
    • 49.6 HP (4.88%) HitPoints
    • Knockback (Mag -7)
    • Knockup (Mag -7)
    • MezResist(Immobilize) 5.5%
    • 21% (0.35 End/sec) Recovery
    • 46% (1.95 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 8.19% Resistance(Fire)
    • 8.19% Resistance(Cold)
    • 3% RunSpeed
  12. I like your build a lot Nemu, even though we did some things differently. It gave me some slotting ideas. I'm still sticking with the Primal App (for Power Boost) but thanks for sharing.
  13. Thanks again for the replies.

    Quote:
    Anyhow, trying to give you some things to think about - sorry if I came off as too much of a hater - if your build really works for you, please post back - I'm always very interested in other Mind/Cold controllers, since I see them so rarely.
    No problem. I'm glad I got some feedback from someone else who plays the combo. I've never seen another Mind/Cold Controller, but someone recently /tell'ed me to ask how it worked because he wanted to start one.



    Quote:
    --Sleet - I'm not quite sure how you get one recharge IO saving only one second on Sleet - If I take mine out on Mids, I lose about 5 seconds, and my recharge is pretty high. Five seconds is a huge deal to me in this power, since I want to be throwing it out all the time.

    --Terrify, another power I want to use all the time - taking out a recharge IO costs me close to 4 seconds.
    I think you're looking at them without Hasten up. Try turning it on and comparing.


    Quote:
    --Ragnarok - In a team setting, I don't get this, since Terrify isn't going to be an opening up power for the team (
    Ketch provided a pretty good example of how this works. As great as Mind/Cold is, it has some weakenesses. One of them is that if Mass Confusion and Total Dom are down and the team is racing in, I don't have a great opener except to use Terrify. The problem with that is Terrify doesn't prevent the alpha (whether it's aimed at me or whoever else--as a team Controller I'm looking out for 8 people). Enemies that fall are robbed of their chance to attack not only during the initial cast of Terrify, but from the Sleet and Energy Torrent that come next, and whatever the team is throwing at them as well. 1/5th of the mob rendered unable to attack is pretty sweet, especially since knockdown ignores boss rank. I also can't stress enough how awesome a good knockdown power is followed by a Slick power, because while the enemy is trying to stand it has to make several die rolls to see if it falls back on its butt. This can result in chain knockdown that keeps some foes completely out of the fight.

    All of that said, I'm still experimenting with a Recharge/Accuracy ISO in place of the proc. Just wanted to explain the original reasoning. I think there's a good argument for either strategy.


    Quote:
    --Snowstorm - hey if you're confident enough in your endurance management, go for it. Still too situational for my taste - I'd probably use it on Nemesis and not much else.
    I can see why you may not like it. Having played an Ice Controller to 50 I have a certain reverence for it. Once I realized I could floor large groups with a combo of Sleet and Snow Storm, I had to have it, even if I don't plan to use it all the time. I also realized the combination of all powers in Cold used on a lvl 50 AV floor its Recharge for 30 seconds every 90 seconds or so (based on when Heat Loss Recharges).


    Quote:
    --Defense - This relates to why I was calling parts of the build misguided - I just think ranged defense is such a better bonus than HP/Regen for this toon - it will do a much better job keeping you alive. Thunderstrike is a pretty cheap set for all your attacks, and it will incidentally get your accuracy up for all your AoE's that can really use it. I understand that going for some ranged defense here is boring and unoriginal, but it will work better. You already have a leg up with the 5% in Coercive Persuasion.
    I wasn't deliberately building for HP or regen, some of it just kind of showed up. Same with Defense. You'll see some of that in the next version of the build. I do think Defense is lovely but my glass-mezzer has to make-do without.


    Thanks again!
  14. On a lunchbreak. Thanks for your comments.

    Expensive purple sets are unfortunately not an option. The few very expensive pieces I have were earned with merits.

    I have a build similar to this right now. Mesmerize is not a power I feel the need for based on current performance. This is also the reason I am interested in some of the powers I've picked.

    Now, MaxLongstreet, I'm going to be completely honest here. I find some of your criticism a little excessive, although I'm still glad to get opinions. There is still clearly room for improvement with the build, but some of your comments make it sound like a total disaster where I think it's more of a work in progress.


    Some other specific feedback:

    Quote:
    The slotting for Sleet seems pretty bad. What you need here is recharge, recharge, recharge, maybe with some procs thrown in. Slotting a lot for defense debuff is a waste. Picking the most expensive of all the damage procs as the one to use also seems wasteful.
    Adding another Recharge slot to Sleet drops its Recharge time by about 1 second. Adding two drops it by another .1 seconds. When Hastened the power is currently Recharging in 18 seconds. That's often faster than I'm even able to cycle back to it. The -Defense is there to make up for some of the accuracy in other powers. Can you explain why you want more Recharge here?


    Quote:
    Your slotting for Terrify seems underpowered for recharge. Ragnarok knockdown is a total waste - use an IO recharge instead with Positron. Why do you need to knock down something that's terrified?
    The knockdown prevents 1 in 5 enemies from shooting back. Terrify does NOT stop enemies from firing back when you cast it, so I'm confused by your statement. The proc is a trade-off and a way to keep enemies further disabled. I have to think this one over carefully before deciding to lose or keep it. Slotting with Recharge instead makes the power recharge about 2 seconds faster. Again this is bordering on powers recharging faster than I am actually able to set them up and use them. Tough decision. Am I Controller or a replacement Blaster? Need to think about it.


    Quote:
    --Snowstorm? I don't like it on Mind/Cold, and I really hate it ten times more on a build that's skipping stamina. You want to spend your precious endurance on this hog?
    What is this precious endurance of which you speak? Maybe if this character didn't have a a Recovery Rate of +6.23/second with Heat Loss up I'd agree. Picked this power for situations where the enemy is immune to status effects. Stacked with Sleet it competes with Ice Control for -Recharge on up to a +3 enemy, so I am keeping it.


    Quote:
    Regen bonuses? Aid Self? Stimulant? I find my Mind/Cold is basically at full health 99% of the time, and the other 1% he's dead. It's very rare that you heal through anything.
    Good feedback on the blasts. Really not familiar with how to slot them for Recharge. As for the power selections, those are personal taste. What would you have picked instead?

    Quote:
    Kinetic Crash in Levitate is cute but not really effective for the power. Who am I to say no if you want to toss stuff way up in the air, and I know the set's good, but stuff like damage and recharge matters more. I take Thunderstrike here, but since you're going for Recharge over Defense, how about Decimation?
    Slotted that way so that it's guaranteed to throw the enemies long enough for Confuse to recharge. The pattern is Confuse - Levitate - Confuse or Dominate - Levitate - Dominate. Unusual slotting but the set was cheap to obtain and the results have been good. It will throw anything that has less than 12.5 knockback protection. Standard Tanker armors have 10 KB protection, so it's just enough to overcome that. With this slotting just about anything takes a ride, even those Malta tank things, and of course bosses have no natural immunity. I'm open to suggested changes here but what we're looking at here is the difference between the power doing a little more damage, or a little less + guaranteed mitigation + 3 extra knockback protection. Debatable but not "not effective" as you suggest.



    Quote:
    I'd consider moving things about to 4 slot the shields with LotG for the extra accuracy (in particular) and I'd make them lvl 25's. In fact I'd tend to drop the set levels all across the board to level 25'ish unless the only TFs you commonly plan to do are the 45+ ones. The buff value difference between a lvl 50 set and a lvl 25 set compared to keeping the set bonuses at much lower levels is a trivial one >>> 22.6 vs 23.6 for 4-slotted LotG for example. And just changing the default level in Mids (from 50 to 25) shows a loss in Net Recovery of 0.05 end/sec or less than the cost to run Combat Jumping.
    Nice suggestion. I probably won't bother, because the character's main role on low level Task Forces is basically this:
    - go invisible
    - if there's a glowie, run to end, sleep group, and grab
    - if there's a boss, run to end, confuse enemies, wait a minute, kill them off or summon teammates to deal with it
    - if there's an AV, run to end, confuse AV into killing own minions, summon team, use buffs/debuff
    - if it's a defeat all, run ahead from team, confuse enemies that have AoEs throughout the zone so that enemies have few or no HP when time arrives to clean up, occasionally throw an AoE into the pile


    Quote:
    While acknowledging the +5% recharge from 6-slotting Efficacy Adaptor in Heat Loss and the fact the set has reasonable recharge in it ... well I'd want as much recharge as I could get and as much accuracy as I could manage. Right now one nasty To Hit debuff effecting you and very bad, very ugly things could happen with a missed Heat Loss.
    The +Recovery portion of Heat Loss is actually guaranteed to auto-hit the main target. Other portions of the power can be dodged, but the base recovery is guaranteed.
  15. Quote:
    Originally Posted by MentalMaden View Post
    What is your downtime going to be for Heat Loss? Looking at your slotting your end use is going to be pretty brutal. You may want to stick with conserve for your HL downtime. Shielding teammates alone is pretty darned end heavy.

    (Not that I endorse any non stamina build.......Thank you Oh Great Blue Bar)

    The current build has 83% base Recharge, which brings it to 7 seconds away from perma Hasten, and about 20-25 seconds from perma Heat Loss depending on when Hasten falls. Where it will really feel the heat is when exemp'ed below level 33, although the character doesn't do much actual fighting at that level, just stealthing and confusing.

    What do you guys think about my slotting on Terrify and Dominate? Too out there? My base global accuracy is +48%, but again that be reduced when exemp'ed.

    Thanks a lot for your feedback!
  16. Hey guys,

    I'm working on respeccing my Mind/Cold Controller again. He's played as a Task Force character, and has earned I would guess over 700 merits over his short career. I'm playing around with the possibility of dropping Stamina altogether.

    Critical things this build must be able to do:
    - Be able to go invisible and recall friend even when exemped down to level 15 or below (i.e. level 20 powers available)
    - Do decent single target and ok-ish AoE damage - enough to finish a normal mission but not farm one
    - Take as many debuffs and mezzes as possible
    - Be able to run Super Speed and Arctic Fog at the same time when exemp'ed to any level where Heat Loss is still available
    - Be able to run efficiently at level 50, particularly on teams
    - Stealth-grab objectives using long duration, fast recharging aggro-less sleeps and confuses


    Powers I skipped are Mesmerize (other single target attacks recharge too quickly to need it), Telekinesis (actually not a bad power IMO but others I picked seem better), Frostwork (just don't like this power). I also took Stimulant over Aid Other on the theory that enemies with mezzes are much more dangerous to team mates than the amount of HP I'd be able to restore with no slots to be able to put there.

    In the epics, I took Conserve Power and am not sure I need it. I would be open to replacing it with Temporary Invulnerability if you think I will be able to make it work.

    I welcome your feedback. Here is the build:

    Hero Plan by Mids' Hero Designer 1.621
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    12-28-09 Cold Reader Recharge APP Energy: Level 50 Natural Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Teleportation
    Power Pool: Medicine
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Levitate -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/Dmg/KB(3), KinCrsh-Rechg/EndRdx(15), KinCrsh-Acc/KB(31), KinCrsh-Rchg/KB(48), KinCrsh-Dmg/EndRdx/KB(48)
    Level 1: Infrigidate -- ShldBrk-Acc/DefDeb(A), AnWeak-Acc/DefDeb(5), Acc-I(5)
    Level 2: Dominate -- UbrkCons-Dam%(A), Thundr-Acc/Dmg/Rchg(3), Dev'n-Acc/Dmg/EndRdx/Rchg(11), Dev'n-Hold%(11), Dev'n-Acc/Dmg(13), Dev'n-Acc/Dmg/Rchg(43)
    Level 4: Ice Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
    Level 6: Confuse -- CoPers-Conf(A), CoPers-Conf/Rchg(7), CoPers-Acc/Conf/Rchg(7), CoPers-Conf%(13), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(43)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
    Level 10: Glacial Shield -- LkGmblr-Def(A), LkGmblr-Rchg+(17)
    Level 12: Recall Friend -- Zephyr-ResKB(A)
    Level 14: Super Speed -- EndRdx-I(A)
    Level 16: Mass Hypnosis -- FtnHyp-Sleep/EndRdx(A), FtnHyp-Plct%(21), FtnHyp-Sleep/Rchg(29), FtnHyp-Acc/Sleep/Rchg(33), FtnHyp-Acc/Rchg(40)
    Level 18: Total Domination -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(19), UbrkCons-Acc/Hold/Rchg(19), UbrkCons-Acc/Rchg(23), UbrkCons-EndRdx/Hold(25), Acc-I(37)
    Level 20: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), Ksmt-ToHit+(23)
    Level 22: Stimulant -- IntRdx-I(A)
    Level 24: Snow Storm -- P'ngTtl-EndRdx/Rchg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(25)
    Level 26: Terrify -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), Ragnrk-Knock%(37)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(31), RechRdx-I(36), Acc-I(46)
    Level 30: Aid Self -- Numna-Heal/Rchg(A), Dct'dW-Heal/Rchg(40)
    Level 32: Mass Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(33), Mlais-Acc/EndRdx(33), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(34), RechRdx-I(34)
    Level 35: Sleet -- Achilles-ResDeb%(A), LdyGrey-DefDeb/Rchg(36), UndDef-DefDeb/Rchg(36), ShldBrk-%Dam(37), UndDef-DefDeb/Rchg/EndRdx(46)
    Level 38: Heat Loss -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(39), Efficacy-EndMod/EndRdx(39), Efficacy-EndMod/Acc/Rchg(39), Efficacy-EndMod/Acc(40), Efficacy-Acc/Rchg(50)
    Level 41: Power Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), FrcFbk-Rechg%(50)
    Level 44: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Dmg/Rchg(46)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 0: 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)
    • 2.5% Defense(Energy)
    • 2.5% Defense(Negative)
    • 5% Defense(Ranged)
    • 6.5% Enhancement(Confused)
    • 48% Enhancement(Accuracy)
    • 83.8% Enhancement(RechargeTime)
    • 57.2 HP (5.63%) HitPoints
    • Knockback (Mag -7)
    • Knockup (Mag -7)
    • 21% (0.35 End/sec) Recovery
    • 70% (2.97 HP/sec) Regeneration
    • 2.5% Resistance(Smashing)
    • 8.19% Resistance(Fire)
    • 8.19% Resistance(Cold)
    • 3% RunSpeed
  17. Someone already mentioned it, but this has to be seen to be believed:

    http://boards.cityofheroes.com/showthread.php?t=203550


    Or, just read the highlight:

    Quote:
    This is it!!! After many months of deliberation and speculation! and paparazzi beating down my door people asking me to come up with the greatest Fire kin build ever and them wanting me to post it here well here it is the highley demanded "Fire Kin Master X" Yes i am releasing my build to the public YES you to can farm anything with this build and eat 54s anything for breakfast. There are NO flaws in this build also there is not a better "Fire Kinetics Build" that will top this many will try but many will FAIL. Also you will need about 5,000,000,000-6B Influence in-order to create this build. once you have created the build and you want to test it. go to my AE mission "Fire Kin Master's AE" "355455" and test it BUT make sure your solo difficulty is on 50+4x8+Bosses+AV's or you wont get the full spawn count there if you can solo that you can solo anything...Have fun and your welcome.

    I still haven't figure out if it was a spoof or the real deal.
  18. Quote:
    Originally Posted by macskull View Post
    /Energy is by far better.

    I'm wondering about your reasoning. Energy has some good blaps, but Radiation (to me) doesn't seem to benefit as much from Boost Range or Power Boost. Ice appears to add some considerable safety. I would say they are close. What am I missing that makes you say Energy is by far the better option?
  19. Oedipus_Tex

    Gravity woo!!

    Ok now that has me excited. Really excited. I have always wanted to play Gravity, but the set just needs some help. Keeping fingers crossed that the set will finally get the kick it needs. And though I don't expect anything, kind of half hoping Ice Control gets a small amount of love to make it more on par with Earth Control.
  20. Interesting observations.

    I'm not sure that "approach" is really a separate mode. What it feels like is enemies in "melee" mode will use whatever is at their disposal if they are moving toward you but haven't quite closed to range yet. They definitely stand up from knockback sometimes and shoot immediately.

    Back when I was dealing with game programming regularly, the formula that was used for AI movement was called A* (pronounced A star). The way that formula works, the game AI calculate routes by determining the cost of the available paths, with each node it passes through given varying weights. It also traditionally thinks about how long it will take to move through the node in relation to the benefit (e.g. the value of using 2 vs 4 seconds in order to close with an enemy). For example, in a strategy game, moving an army through a lava patch may be riskier, so the AI de-emphasizes that option in the formula without totally ruling it out.

    What I suspect is that the AI doesn't consider its movement speed when running toward you. When immob'ed it sees immediately that it can't close with you, so it won't even try, but when slowed doesn't take into account the extra risk. The AI also definitely does not consider pulsing AoEs in its assessment, which gives rise to its willingness to run straight onto an Ice Slick.

    There's a tutorial on A* here: http://www.policyalmanac.org/games/aStarTutorial.htm

    [Edit: Some minor terminology issues for clarity.]
  21. For soloing, one of the best openers for Ice Control is to hide behind a corner and open with Ice Slick. This works well because the enemy's only option is to run toward you, and Ice Slick has a massive slow debuff. Wait for the enemy to fall, pop out from the corner and throw Shiver at the group. Then charge them and surround them with Arctic Air.

    I have personally never liked Ice Control's sleep power. It breaks even if the enemy falls on your Ice Slick.
  22. Quote:
    Originally Posted by Soulscorch View Post
    So 2 questions on slotting HoB because I don't really know how this power works:

    1) What will a damage proc do in this power? Do you get a 20% chance for the proc to fire on all 24 attempts per enemy, or do you just get 1 chance for it to fire per enemy? I'm betting the latter, but I can hope for the former.

    2) What do people find the best slotting to be?

    To answer part 1), the proc fires once at the time the power is activated.

    The mechanics of Hail of Bullets are easy to understand once you look past the slightly misleading animation. The graphics make it look like a PBAoE pulse power along the lines of Hot Feet. You might expect anything that walks into range while the power is activating to get hit, but this doesn't happen.

    What the power really is is a pumped up version of Irradiate from the Radiation Blast set. You make a ToHit roll at the moment the power is fired. If you hit something, it then suffers 24 independent damage-over-time ticks. Each tick has only a 50% (soon to be 60%, from the sound of it) chance to apply damage. The DoT is located on the enemy, exactly like it would be with Irradiate, or with a Controller power like Stone or Fire Cages. Even if the enemy runs out of range or you die, it still continues taking damage if it got hit by the initial defense roll.


    As for 2, I don't know that a consensus has been reached. HoB is pretty complicated and has way more slotting options than most nukes do.
  23. Quote:
    Originally Posted by Fire_Minded View Post
    That by far is the most intellegent thing anyone has came back at me to say towards my veiws towards Mid's.Thank you soo much for not trying to plant insults agenst my veiw of Mid's.

    Your the first to be up rep'd by me in all the years iv played.

    Side Note : I dont and havent used IOs past KB proc's and Stealth Procs.I havnt found a need to improve apon perfection.SOs mainly do the job for me.

    Thank You.

    Your passion for knocking Mids is most bizarre. I don't want to come across like I'm attacking you, but the reason you get the reception you do is you that you come to the boards swinging. Most people here are pretty reasonable. We are all nerds and we have our burning issues and tantrums. For the most part though we try to let stuff drop and be more or less respectful to each other. I've witnessed plenty of people more rational and patient than me explain to you that Mids is not purely for power levelers. I'm glad that it seems to be getting through, but please don't imagine that you've been a victim of a consortium of pro-Mids zealots who just haven't taken the time to explain it to you.
  24. The odds of completely missing a group of enemies are better than you might think since the power checks Defense only once per enemy. If the enemy is hit by the initial strike, it suffers DoT that is completely random and unaffected by Defense.

    The lowest possible odds you can get for a miss on the initial die roll are as follows:

    One enemy missed - ~1 in 20
    Two enemies missed - ~1 in 40
    Three enemies missed - ~1 in 80
    Four enemies missed - ~1 in 160
    Five enemies missed - ~1 in 320

    The reason these odds are "about 1 in 20" instead of absolutely is it is possible to hit with the intial die and then miss all 24 independant DoT checks. The odds of this happening are ridiculously slim, and even if it does the secondary effects still apply.

    Anyway, even at its very best, Hail of Bullets will miss a group of 5 targets about once every 320-ish uses. The power recharges in about one minute when slotted, so if you play a lot it will miss a group of 5 about every 5 or 6 hours. This is just the best case scenario though; if the enemy has some extra Defense it will miss far more frequently.

    Note that these are actually the same odds that any AoE would miss if the chance to hit was capped.
  25. I'd still pick Snow Storm over Quicksand for this powerset pairing. The reason to go Quicksand normally is the autohit -Defense. But in this case, Sleet is already going to do -30% Defense on its own, and your Earth powers are going to send enemy defense to the floor very quickly.

    Meanwhile you would be bypassing a significant source of AoE -Recharge. The minus ~60% Recharge in Snow Storm stacks with the minus ~40% in Sleet to hit respectable numbers. That will floor a same level up to +2 enemy or so (which means its powers recharge x4 slower). Against a +4, it will put -Recharge at around -50% after resistances, which results in about double the rate of Recharge.

    Without Snow Storm, Sleet's -40% Recharge is too small to matter. It won't even double the Recharge time on a same level enemy. Against a +4 it's only -20% Recharge. I doubt you'd even notice that.

    You'll also be getting -Recharge in Heat Loss, but it can't be perma'ed.

    If you're interested in learning more about -Recharge and what it means, look at this post I wrote a little while back: http://boards.cityofheroes.com/showthread.php?t=218111