Oedipus_Tex

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  1. Quote:
    Originally Posted by Vice_Virtuoso View Post
    I always laugh when people cry that "learn to play" isn't a valid argument for a challenge which people complete on a regular basis with little to only moderate trouble.

    The argument that the trials will be fine once this game recruits better or more hardcore players is pretty much dead in the water. Let me remind you once again that it was the developers, not the players, who were prepared to nerf rewards in some trials because others weren't being run enough. To their credit, they abandoned this plan, but the idea that this all started because of some vocal complainers is making facts up out of whole cloth. This started for business reasons. Customers are not consuming what they were expected to. You may think those customers are whiners; they probably just think you have bad taste in game mechanics.

    Furthermore, frankly, I care as much about what some people can do in an UG trial as I do about people who reached max level Cooking skill in The Sims Online. In my experience, both mini games suck to play, so what anyone is able to do or not do is completely beside the point.

    As for folks not supplying ways to make the trials better, there are over 100 pages of material posted in the Feedback forum about trials. I also started a thread about the positive things about iTrials we'd like to see again, which disappeared within 2 days, due too much agreement and a lack of fighting.
  2. Quote:
    Originally Posted by Laevateinn View Post
    This is impressive, but after reading this, I have to ask - with or without Weave? Because I couldn't find any way to do it without the 7% from Weave.

    I don't know how DSorrow would do it, but ask and you shall receive. Possible example below, built quickly off the previous sample build I posted. Spiritual Alpha Tier 4 required. I don't feel like I made many tradeoffs to do it, although that PVP IO is really expensive. Depending on your procilivities you could slide slots from Spectral Terror to Sleet, or use enhancement boosters to shore up that power's recharge a little more.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Power Pool: Flight
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5)
    Level 1: Infrigidate -- HO:Lyso(A)
    Level 2: Spectral Wounds -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx(9), Thundr-Acc/Dmg/Rchg(11)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13), CoPers-Conf%(15), CoPers-Conf(15)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 8: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
    Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(17)
    Level 12: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
    Level 14: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
    Level 16: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(21), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(23), Stpfy-KB%(25)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(25), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(27), S'bndAl-Build%(29), S'bndAl-Dmg/Rchg(29)
    Level 20: Arctic Fog -- RedFtn-EndRdx/Rchg(A), RedFtn-Def(31), RedFtn-EndRdx(31), RedFtn-Def/EndRdx(31), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(33)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
    Level 24: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-EndRdx/Hold(34), UbrkCons-Acc/Rchg(34), UbrkCons-Hold(34)
    Level 26: Spectral Terror -- HO:Lyso(A), HO:Lyso(36)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(37), Ksmt-ToHit+(37), LkGmblr-Def/EndRdx(37)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(39), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), ExRmnt-+Res(Pets)(40)
    Level 35: Sleet -- Achilles-ResDeb%(A), RechRdx-I(40)
    Level 38: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(42), P'Shift-EndMod/Acc/Rchg(42), Efficacy-EndMod/Acc(42)
    Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(43), Decim-Acc/EndRdx/Rchg(43), Decim-Acc/Dmg/Rchg(43), Decim-Dmg/EndRdx(45)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def(45), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(46), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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    If you wanted to drop Weave, I'd pick up Barrier Tier 4. That would give you a constant +5 to all, most of the time, and only leave a gap of about 2 defense to cover.
  3. Quote:
    Originally Posted by Scarlet Shocker View Post
    Not so much gone, as locked away by NCSoft accountants never to see the light of day again.

    When there was a very small dev team, even under Cryptic in the bad old days, you could tell that there was a passion from within, that the devs loved the game like they loved a child.

    With the rapid influx of new developers as GR and then the Incarnate story came along and subsequently Freedom was released, that passion has been diluted - the new people don't have the emotional buy-in that the original crew did. They don't necessarily know the lore as well - and are mostly picking up a pay check.

    They don't engage with the fans to the extent that some of the original Devs did... Many of the "names" have gone, and I'm not simply talking about Jack, but Manticore, BAB, and several others have moved on to pastures new and I've noticed that War Witch herself has gone very very quiet recently.

    What that all tends to lead to is shipping product as opposed to labour of love and we're feeling the difference in the incarnate bollox.

    I don't really agree. I think the current wave of developers are very passionate about the game. IMO what we're seeing is a clash of priorities, not passion.

    I should also probably add that very few people go into video game design for the paycheck. It's an incredibly stressful job that often involves long hours, punishing schedules, and capricious clients (that is, the players ).

    Although I have been very critical of some elements of the incarnate content, and think it needs improvements, some of the overall ideas are actually pretty good. My criticisms mainly have to do with how much of it there is--a glut of interesting ideas piled on top of each other. I feel that the concepts are interesting but don't always play out. Some of it also seems conflicted about what it is trying to be--mostly anonymous "invasion" content like a Rikti or Zombie event or organized raiding groups like seen in other games.

    It's also obvious to me that whoever is designing the incarnate content has a pretty decent understanding of the core game and its issues. They've created content that changes some of those expectations. If they just wanted to collect a paycheck, they could have taken the same mechanics from the core game and extended them and the whole trial could be about watching an Illusion/Cold solo a boss to stupid to fight back. They didn't do that. They created something entirely new. That something isn't perfect, but they've at least given some indication that they are willing to work with us on it.

    One thing I will say for City of Heroes as a game is that it has figured out something that every other MMO has fallen flat on their face trying to implement, and that is how to encourage players to team together as a regular activity at all. Most MMOs follow a model that works like this: spend hours and hours mostly soloing so you can reach the end game and start teaming regularly. CoH has a much more open model. If the incarnate content could capitalize on that strength I think it would be loads better than what other games offer. The same thing is true once you can do solo and small team incarnate content. It's appalling to me that with 2012 fast approaching, the MMO industry has still not caught on to the CoH team model and keeps regurgitating the outdated "individual quest" methods used by the 800 pound gorilla, but this is where we are.
  4. Trick Arrow/ or Sonic/anything Mastermind will be a very difficult character.

    One I don't think anyone's mentioned is Energy Blast/Fire Manipulation Blaster. Not only does Fire Manip want you up close, it also wants you on the ground in order to use Burn, so your hover blasting options are even more limited.
  5. Quote:
    Originally Posted by Commando View Post
    Todd,

    With fulcrum shift added, the race is over. Roots, creepers, hold, the pet, fireball, fireblast, every dmg dealing tool is exponentially increased, then add containment.

    The plant/storm controller which you left out of your response, good sir, has another array of dmg dealing tools. But you know all this, todd. I am a big fan of Dominators, and I love them, really. I just don't let that block my objectivity.

    This has already been largely debunked, but you're also forgetting that Plant perma-Doms are adding any damage enemy bosses do on top of their base damage.

    Anyway, /Storm is a great set, but not major competition for Dominators in terms of damage. /Kinetics can be in certain circumstances, but its also true that Kinetics user don't stack together the way direct damage does. There is a damage cap but no cap on direct damage. Best case scenario is one, two Kinetics users tops. There is no similar optimal point for high damage characters like Dominators.
  6. I would have to see a build before I could recommend something concrete.

    My defaults would probably be:


    Alpha: Spiritual. Recharge obviously useful, healing is useful for Drain Psyche.

    Interface: Probably Reactive, but it depends on how often you're charging into fights using mostly soft control. -Resist makes confused enemies hit each other harder, the proc itself does more direct damage, and it breaks you away from the curse of all-Psi damage.

    Destiny: When in doubt, I recommend Barrier. Ageless if you need more recharge or endurance management. I assume you are a perma dom so Clarion is mostly wasted on you except to boost a team.

    Lore: Anything works. I doubt you will need the support pet all that much but it's hard to say. If you picked Barrier for Destiny, keeping the Lore pets alive is a bit easier. I treat mine pretty much exclusively as extra DPS for trial end bosses and as extra hinderances for the BAF runners. For each character I just picked whatever fit thematically.
  7. BTW I happened to have this build lying around from a previous request for assistance and thought I'd post it to demonstrate how I'm envisioning powers playing together. It illustrates the relationship between the powers I was describing. This particular one is definitely built with incarnate powers in mind (both Cardiac and Destiny Ageless in this case) to manage endurance. But it caps both Ranged and Psi defense and provides mezz protection helpful for rocking incarnate enemies. Mezz protection isn't perma as illustrated but with Ageless it is.

    The reason I went for Ranged and Psi defense is that these are the two defense types least likely to get help from Hurricane. Psi attacks are particularly ugly, because they can lower recharge, which can slow down Indom Will, which in turn can result in a mezz that previously landed suddenly taking effect.

    The build could be used prior to obtaining full endurance management by turning off the Resistance portions of it. You could also play around with changing the APP or moving slots around.

    FYI Thunderclap has a knockback proc in it, so in this build you'd only use it if you Frostbite first. Thunderclap is there to allow you to still be somewhat safe after you've immobilized the mobs; plus it made a better mule than Boxing. It's the first power I'd consider dropping if you want to grab something else.



    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Storm Summoning
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(3), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(5), Dmg-I(5), HO:Perox(13)
    Level 1: Gale -- Acc-I(A)
    Level 2: Frostbite -- GravAnch-Immob/Rchg(A), GravAnch-Hold%(15), GravAnch-Acc/Immob/Rchg(43), GravAnch-Immob/EndRdx(43), GravAnch-Acc/Rchg(46)
    Level 4: Chilblain -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx(19)
    Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(7), CoPers-Conf%(7), CoPers-Conf/Rchg(9), CoPers-Acc/Conf/Rchg(9), CoPers-Acc/Rchg(11)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
    Level 10: Steamy Mist -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(15), RedFtn-Def(19), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
    Level 16: Freezing Rain -- RechRdx-I(A), Achilles-ResDeb%(17)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Hurricane -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(21), DarkWD-ToHitdeb/Rchg/EndRdx(21), DarkWD-ToHitDeb/Rchg(23)
    Level 22: Boxing -- Acc-I(A)
    Level 24: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 26: Glacier -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(27), Lock-Acc/Rchg(34), Lock-Rchg/Hold(36), Lock-EndRdx/Rchg/Hold(36)
    Level 28: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-Acc/EndRdx(29), Stpfy-EndRdx/Stun(29), Stpfy-Acc/Stun/Rchg(31), Stpfy-Stun/Rng(31), Stpfy-KB%(31)
    Level 30: Weave -- LkGmblr-Rchg+(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def/EndRdx(43)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-+Res(Pets)(33), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(34), ExRmnt-Acc/Dmg/Rchg(34)
    Level 35: Tornado -- Dmg-I(A), Dmg-I(36)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(40)
    Level 41: Indomitable Will -- LkGmblr-Rchg+(A), RechRdx-I(42), RechRdx-I(42), RechRdx-I(42)
    Level 44: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(45), Thundr-Dmg/EndRdx/Rchg(45), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(46), Thundr-Acc/Dmg/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)
    Level 49: Mind Over Body -- ResDam-I(A)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50)



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  8. It isn't just the size that would get me interested. Task Forces have a different pacing than trials.

    IMO Apex, the ITF, and the revised Positrons are the four best Task Forces in the game, all for somewhat different reasons. Part of what they share in common though is a relatively low number of enemies with mezzes, and the ability to clean yourself off after a total team wipe and come back and try again without having to start completely over.

    [The reason I mention the mezz thing specifically is its kind of a "squishie survivability switch." Melee characters pretty much ignore mezzes entirely and squishies are in "inspiration or die" mode. I wish whoever is balancing enemies would be more careful about how much mezz is thrown around by enemies in the game. Positron does throw some mezz around, but more debuff than anything.]
  9. One more thing to remember about Shiver in a high-end build is that you will probably be relying on Ice Slick less and Frostbite more. A couple of casts of Frostbite do the same thing as Shiver, more or less, but deliver proc damage and (more importantly) Interface procs and -kb that Storm uses alongside Tornado and Lightning Storm.

    Moreover, watch for Shiver if you take Cardiac as your alpha. The power is already a really big cone; Cardiac can make it dangerously large and cause it to aggro groups you don't intend to.

    The main reason to take it, IMO, is on a character with low mitigation or debuff elsewhere. I like it on Blasters. Not so much on Controllers (Blaster version also lasts a lot longer, 30 seconds vs Ice's 18, which was deliberately nerfed for some strange reason back when AoE holds were halved in duration even though Stalagmites and Flashfire were left alone... very odd).
  10. Quote:
    Originally Posted by Samuel_Tow View Post
    That's my point, as well. The Incarnate system should not start us over from being underdogs. We can start new characters if we wanted that. It should account for and recognise the 50 levels of adventures and empowerment that led up to it. Is the Well not said to seek out creatures of great power, after all? Is that not why it sought us out?

    It should also recognize what happens 15 seconds after the encounter with said rock thrower. Just prior to the rock throwing part, you duke it out with police officers shooting energy weapons at you. Then right after, you fight hordes of army-like people as you fight through the buildings. Not to mention I think the rock has higher DPS than a ball of fire or lightning thrown by your super powered character.

    While the rock thing doesn't bother me toooo much, the trial is sort of all over the place with that. I also suspect the rock has higher DPS than the energy canon things you face in the rest of the trial. Take a look at the link to TPN in my sig if you haven't actually seen the firefight this trial actually entails.

    Anyway, IMO what this trial is missing is a good set piece. A moment when there is some supercomputer or huge biological object or some other graphic effect that illustrates that TPN is much more than just a TV network. Maybe that's supposed to be there and just doesn't come through. But even just a subtle change like adding organic objects, people in test tubes, or the corpses of Devouring Earth monsters and implication that something very nasty is going on in there would add a lot to this trial at (I'm guessing but standard code rant applies) a small implementation cost. If the trial all seemed mostly normal, and then right at the end went Videodrome on you, I think it would be perfect. Praetoria is supposed to be all about veneers anyway; lets see the action start seeming mundane, then blow the lid off of it.

    I might also add, what this trial and every TF is IMO missing are cut scenes featuring the player characters. Show us all standing on a cliff overlooking the field of enemies we're about to show down with. Show us being watched by the AVs via their security cameras. There is a rival game out there that has added this feature to much of its teamed content, and IMO it looks fantastic. We spend a lot of time (and money!) on our costumes; I want to see all of us up close. Plus, cut scenes that feature the PCs will always be more interesting because the team is always changing. I know I would be screenshotting it.
  11. If you can drop Psychic Shockwave, a Psi Corruptor would fit pretty well too. I have a Psi Blast/Dark Corruptor I enjoy. I went the Cardiac route with him and now when he plays incarnate trials, he can pretty much ignore death patches, because he can shoot from 120 ft away with all attacks.

    Maybe a Psi/Time Corruptor would fit your concept?

    Personally I wouldn't play a Mind Dom and skip the powers you listed.
  12. Unless you only ever solo, you want Arctic Air. You're aren't going to be doing much perma-caning on teams.

    FWIW I don't consider Arctic Air "point blank" range. It is more like pole range. If enemies are closer than 10 ft you are probably too close.

    Note one potential synergy with AA and Hurricane is to tap Hurricane on and off quickly rather than leave it turned on all the time. This could push enemies back just a couple of feet. Especially useful if they are close to you and immobilized.

    Shiver has a long animation time and a short duration. Moreover the set bonus options for it are pretty poor. I consider it a throwaway power if I have open slots, but usually I can find something better. IMO even pool powers are often better.
  13. Here's another acronym for you: ROI.

    Return on Investment. Building these trials isn't free. If people are ignoring them to the point that the developers start asking why they're not popular, any arguments about how players should rise to the challenge fall by the wayside. Maybe would the trials would be better if we had more players who wanted that type of content, but if we don't have those players, calling them names really misses the point.

    That's why threads like this one are pretty much worthless. If you want to say you enjoy the trials, go for it. But whining about other players not wanting to play the trials is a waste of everyone's time, like being upset that not enough people watch One Tree Hill or take Pokemon seriously.
  14. Quote:
    Originally Posted by KnightofKhonsu View Post
    Really? Then explain to me, if a tanker has all this control you so proudly put forth, how a brute can pull off any number of foes while engaged in battle. Based on what the Tanker is supposed to be, that should never happen.

    As long as Tankers aren't struggling to pull aggro from Defenders or Controllers, this is not an issue. Neither Brutes nor Tankers should be looked at in terms of how well they pull aggro from each other.
  15. Quote:
    Originally Posted by mauk2 View Post
    When did this change? I have ion on one of my favorite toons, and yes, it's awesome, but I've seen it fizzle more than I like to admit.

    I remember this happening too. It used to happen with Jolting Chain too. There were some changes to this sort of thing a while back though so maybe it doesn't do it anymore.
  16. Quote:
    Originally Posted by Zombie Man View Post
    A manufactured crisis.

    Would you say the same thing if the rock throwers were women in bikinis?

    Or would you agree that visual presentation might be something players talk about, evaluate, and value?


    [P.S. Recluse in the Statesman TF is a good example of a powered up enemy who is presented well, IMO.]
  17. Quote:
    Originally Posted by Yogi_Bare View Post
    Some of you act like Incarnate status automatically makes you Superman. It doesn't. And even if it it did, a civvy could still come up and find a way to put him down with a lowly rock (David vs. Goliath).

    I feel that that the argument most people are making is not about a rock specifically. It's that what's supposed to be taken seriously (at least, as seriously as a comic book gets) comes across as parody.

    Prior to running TPN, these characters successfully performed daring daylight robberies in which they raced through a hail of automatic gunfire and squared off against a police force of hundreds. They've faced zombies, wizards, giant robots, ancient armies, and aliens. But none of these forces would have stood a chance if the civilians of Praetoria had just been brought in to hurl rocks.

    I don't personally care one way or another about the rocks. But I do agree that this trial, as a whole, feels like a level 15 bank mission that happens to allow 24 players. You could actually put it in the level 20 version of Praetoria with very slight storyline changes and I think it would fit better. I don't care if they redesign it or not but I do hope the other trials aren't so mundane. Like I said earlier, whoever designed the tutorial seemed to understand why having a huge, threatening looking monster was important to creating a positive impression of the game. I don't know why that hasn't happened as much in the epic-level content.
  18. Oedipus_Tex

    mind/time?

    I agree with both sides of this debate. I think ANY IO build is making tradeoffs. You simply cannot have it all. Even in taking a defense you are picking specific types and amounts (For example: Ranged vs S/L, 32.5% vs 45% vs 59%, etc). While I tend to IO my characters for defense, I do also sometimes bypass powers like Recall Friend or Aid Self that are potentially useful but don't fit.

    FWIW I feel the tradeoff of S/L defense via APP armor is you get extremely poor S/L resistance to go with it. Some enemies will blow right past S/L defense. For example, in incarnate content, it gets bypassed by a bit but Resistance does not. It's still nice to have and I'm not knocking it, but I have always preferred Ranged defense backed by S/L resistance and consider S/L defense a tradeoff in itself, outside of farming.

    But like a lot of things in the game it's trickier than even that, because of how easy it is to buy and use purples. A person with pretty good defense could be very good or very bad at inspiration management. IMO the right choice for a character is highly debatable. As long as the build is mostly good and the player is able to use powers and inspirations efficiently it's really hard to say what wins. I will say, however, that there are inspirations for defense and none for recharge, or, say, Recall Friend, so it's a lot trickier than just saying "just look at the bonuses" when we talk about there being or not being a tradeoff.

    My most recent build of my Ice/Fire Dom, for example, aims for 40% ranged defense and 45% S/L resistance, on the theory that by using T4 Barrier I have a constant 5% left over at the low point of Barrier, making me soft capped. However, actual gameplay is complex and for various reasons its not necessarily ideal to always hit Barrier right when the final effect wears off (e.g. I might need the high end for taking an alpha). For those situations I carry a few purples.
  19. What IS funny to me is that the giant demon thing you fight in the tutorial as a level 1 is more powerful looking than anything in the trials. I wish Maelstrom and the demon could switch off.
  20. Quote:
    Originally Posted by Jibikao View Post
    One quick question.

    How does Hot Feet trigger Interface? Is it triggered once every tic or once in 10s like a normal proc?

    Has anyone tried the new Confuse Interface with Hot Feet? I am asking this because AA can't trigger Interface (does no damage) but Hot Feet can.

    You may be able to turn Hot Feet into semi-AA ?

    In Hot Feet it procs once every 10 seconds.
  21. You could do something like below too. It requires the Spiritual alpha but caps S/L defense (well, 44.1, but very close) and puts ranged at 1 purple inspiration from the cap. I'm slightly unsure of whether Phantom Army recharges quite fast enough but adding purples could do it. Watch out for the cost of Lysosomes in Spectral Terror--replace with Cytos if you too expensive for your blood.


    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Cold Domination
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Blind -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(3), BasGaze-Acc/EndRdx/Rchg/Hold(5), HO:Nucle(5)
    Level 1: Infrigidate -- HO:Lyso(A)
    Level 2: Spectral Wounds -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Build%(11), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(13)
    Level 4: Deceive -- CoPers-Conf/Rchg(A), CoPers-Acc/Conf/Rchg(13), CoPers-Acc/Rchg(15), CoPers-Conf/EndRdx(15), CoPers-Conf%(17), CoPers-Conf(17)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(50)
    Level 8: Super Speed -- Zephyr-ResKB(A)
    Level 10: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19)
    Level 12: Ice Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
    Level 14: Glacial Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(21)
    Level 16: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(21), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(23), Stpfy-Acc/Stun/Rchg(25), Stpfy-KB%(25)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(27), ExRmnt-Acc/Dmg/Rchg(27), ExRmnt-EndRdx/Dmg/Rchg(29), S'bndAl-Build%(29), S'bndAl-Dmg/Rchg(31)
    Level 20: Arctic Fog -- RedFtn-EndRdx/Rchg(A), RedFtn-Def(31), RedFtn-EndRdx(31), RedFtn-Def/EndRdx(33), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(33)
    Level 22: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 24: Flash -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(34), UbrkCons-EndRdx/Hold(34), UbrkCons-Acc/Rchg(34), UbrkCons-Hold(36)
    Level 26: Spectral Terror -- HO:Lyso(A), HO:Lyso(43)
    Level 28: Benumb -- Acc-I(A), RechRdx-I(36), RechRdx-I(46)
    Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(36), Ksmt-ToHit+(37), LkGmblr-Def/EndRdx(37)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-+Res(Pets)(40)
    Level 35: Sleet -- Achilles-ResDeb%(A), RechRdx-I(40)
    Level 38: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-Acc/Rchg(40), P'Shift-EndMod/Acc/Rchg(42), Efficacy-EndMod/Acc(50)
    Level 41: Ice Blast -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43), Decim-Dmg/EndRdx(43)
    Level 44: Frozen Armor -- LkGmblr-Rchg+(A), RedFtn-Def(45), RedFtn-EndRdx(45), RedFtn-Def/EndRdx(45), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
    Level 47: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dam%(50)
    Level 49: Hibernate -- RechRdx-I(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-End%(A)
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
    Level 1: Containment
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  22. Not to be too crass, but every time this subject comes up I feel like I'm reading posts from men who slept on the couch last night for some domestic offense and are now trying to make it up to their girlfriends by showing how sensitive they are to gender issues. This isn't to say that there aren't real potential concerns about the portrayal of female characters, but what really strikes me about these threads is how paternal the tone is. It feels like some posters are treating female characters like their own daughters and telling her, "young lady, you will not wear that outfit out of this house!"

    The picture of the elf is cute. Maybe you have to be a straight guy for the depravity to register but it flew past my radar completely. The character in the first photo has what is obviously a leotard on under her robe. The second character is posed coyly but is well within a T rating. It's about as shocking as Minnie Mouse or Porky Pig.
  23. I played around some and came up with the build below. Note again, very endurance heavy but from my experience with Ice/Fire somewhat doable once fully assembled (lean on Hibernate where you need to). It assumes you will take Cardiac Alpha and Destiny Barrier to Tier 4. When Barrier is at its lowest point you would have near-capped Slash, Lethal, Energy, Negative and Ranged defense. You also have 95% global recharge, which means you are a perma dom, and refilling you endurance bar every 85 seconds or so.

    Note that this is a VERY expensive build--mainly due to the PVP IO slotted in Frozen Armor. You will also probably want to break out Paragon Points to Enhancement Boost one recharge slot in Hasten, the endurance boost in Stamina, and (somewhat optionally) Sleet; I'm not sure how many points this would cost. If you decide not to do that you may need to slide some slots around.



    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Solar Icecap: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Icy Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Ice Mastery

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5)
    Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(5), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(9)
    Level 2: Frostbite -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/Rchg(11), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(13), GravAnch-Acc/Rchg(13)
    Level 4: Ice Sword Circle -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), Sciroc-Dmg/EndRdx(48)
    Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(15), CoPers-Conf%(15), CoPers-Conf/Rchg(17), CoPers-Acc/Conf/Rchg(17), CoPers-Acc/Rchg(19)
    Level 8: Super Speed -- Zephyr-ResKB(A)
    Level 10: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/Rchg(21), Thundr-Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23), Thundr-Acc/Dmg/Rchg(23)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25)
    Level 16: Power Boost -- RechRdx-I(A)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(25)
    Level 20: Frost Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(27), Posi-Dmg/Rng(29), Posi-Dam%(29)
    Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-KB%(34), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
    Level 26: Glacier -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-Acc/EndRdx/Rchg/Hold(31), EoCur-Acc/Hold/Rchg(33)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 30: Weave -- LkGmblr-Rchg+(A), DefBuff-I(36), Ksmt-ToHit+(36), LkGmblr-Def/EndRdx(36)
    Level 32: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-Acc/Dmg/Rchg(37)
    Level 35: Sleet -- Achilles-ResDeb%(A), RechRdx-I(39)
    Level 38: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43)
    Level 41: Hoarfrost -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(43), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(45), Dct'dW-Rchg(45)
    Level 44: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(46), Posi-Dmg/Rchg(46), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(48)
    Level 47: Hibernate -- RechRdx-I(A)
    Level 49: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50), GA-3defTpProc(50)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A)



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  24. I don't have a build for Ice/Ice but I do have an Ice/Fire who is more or less my main. Icy and Fiery Assault are very similar overall, except where I have Consume and Embrace of Fire you have Power Boost. The build below may be a bit expensive for your tastes but some modifications lessen the price (e.g. replace the Raganaroks in your AoE blast with Positron's Blast).

    Note that for endurance management reasons I have Cardiac Alpha slotted; without that you probably only want 5 slotted Arctic Air. I also use Destiny Barrier, which at Tier 4 grants a constant 5% defense to all, which means although it may not be evident in the build below, I'm usually ranged soft capped.

    Also note that I use my monthly points to buy a few enhancement boosters. 5 of each are slotted in Hasten, Stamina, and Embrace of Fire, which essentially makes the powers about as well slotted as if I had an extra slot there.


    Villain Plan by Mids' Villain Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Solar Icecap: Level 50 Magic Dominator
    Primary Power Set: Ice Control
    Secondary Power Set: Fiery Assault
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Block of Ice -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(5), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Acc/Dmg/Rchg(9)
    Level 2: Frostbite -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Immob/Rchg(11), GravAnch-Immob/EndRdx(11), GravAnch-Hold%(13), GravAnch-Acc/Rchg(13)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dmg/Rng(17), Posi-Dam%(17)
    Level 6: Arctic Air -- CoPers-Conf(A), CoPers-Conf/EndRdx(19), CoPers-Conf%(19), CoPers-Conf/Rchg(21), CoPers-Acc/Conf/Rchg(21), CoPers-Acc/Rchg(23)
    Level 8: Super Speed -- Zephyr-ResKB(A)
    Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Acc/Dmg/Rchg(27)
    Level 12: Ice Slick -- RechRdx-I(A)
    Level 14: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 16: Embrace of Fire -- RechRdx-I(A)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A), DefBuff-I(29)
    Level 20: Aid Other -- Heal-I(A)
    Level 22: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-EndRdx/Rchg(31), Dct'dW-Rchg(31), Dct'dW-Heal/Rchg(33)
    Level 24: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(33), Stpfy-Acc/EndRdx(33), Stpfy-KB%(34), Stpfy-Stun/Rng(34), Stpfy-Acc/Stun/Rchg(34)
    Level 26: Glacier -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(36), UbrkCons-Hold(37)
    Level 28: Consume -- Efficacy-EndMod/Acc/Rchg(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Weave -- LkGmblr-Rchg+(A), DefBuff-I(37), Ksmt-ToHit+(37), LkGmblr-Def/EndRdx(39)
    Level 35: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/EndRdx(39), Ragnrk-Acc/Dmg/Rchg(39), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/Rchg(40)
    Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(42), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(43)
    Level 41: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(45), Posi-Dam%(45)
    Level 44: Rise of the Phoenix -- Stpfy-Acc/Rchg(A), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(46), Stpfy-EndRdx/Stun(46), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(48)
    Level 47: Jack Frost -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
    Level 49: Fire Shield -- TtmC'tng-ResDam/EndRdx(A)
    Level 50: Cardiac Core Paragon
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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    |-------------------------------------------------------------------|
  25. Quote:
    Originally Posted by Tormentoso View Post
    Does it still confuse Jack?

    Nope that bug was fixed a while back.