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I think the best i have is electric, with little control and end drain (for concept reasons i will try to leave stamina out too). So probably my attacks will be slotted like 2 acc + 2 end mod + 1 dmg + 1 recharge.
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I slot Lightning Bolt and Ball Lightning for damage (2 acc 3 dmg) and only Short Circuit for EndMod (1 Acc 3 EndMod 2 Rchg because I can stack it with Transference's end drain). The end drain from the other attacks is too small to be worth it imo (I don't know about the nuke since I don't have it yet). And don't expect much +end from any of them, so think about it if you're planning to skip Stamina. -
None of the secondaries will have outstanding damage (especially at lower levels) because they are... well, secondaries!
I found /elec to be not bad but my primary is kinetics, so Ball Lightning after Fulcrum does decent AoE damage (for a defender that is, and I don't have the nuke yet). I would consider 2 things (which are inter-related):
(1) think about what sort of secondary effects you are interested in: the -end of elec, the -acc of Dark, the -def of rad, the -res of sonic, etc. I'm not a great fan of energy blast, especially for a defender, but again, you might want to use knockback as a form of control. Also think in terms of synergy with your primary (as others have said, Dark might be nice because of the +def of FF).
(2) how much of an "offender" or "controllery" build do you want? So look at effects (like -res) or specific powers (holds, immobs, stuns) to choose the secondary that best suits you. -
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maybe with holds it help me to solo a bit (Tesla Cage and Detention Field).
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Just remember that Detention Field is not a hold but a phase (intangibility) power, so you can't attack the foe while the power is active. -
1. A while ago it was changed and now requires a to-hit check, even in PvE. It seems to have high accuracy though, so some people don't slot Acc in it.
2. Unlike other mezzes, this one only triggers containment damage 75% of the time (according to City of Data).
3. I use 1 Acc 2 EndRdx 3 Dmg on my fire/kin. Depends a bit on your secondary and how many other toggles you have. Slows only affect movement so I don't bother with them. You definitely need at least 2 EndRdx though, especially solo. -
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Good for youEvery one their own.
It certainly can greatly contribute to a team in many good ways. Just not my kind of guy as when in combo earth/rad makes for a very usefull but also a pretty passive play with long lasting (and recharging) powers like the patches, toggles/LR, etc.
And yes obviously there's more then toggles; you can be a healorzz
No seriously /rad is a great set, was just saying that the earth powers with the superb amount of slow, -KB, and KU make up excellent stuff to keep the mobs clusterd as that's when rad shines the most with RI, RF, LR also CC if you have that and the even more poo fallout.
It's good to all have different cups of tea we like
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Well even with the powers recharging, I'm just starting the battle (read: tanking) and continue on to being a really offensive troller. After level 41 (in which I got Power Bosot), I had 3 attakcs (a hold, an immob, and power blast), and a pet, so I could easily kill minions and LTs, and distract any bosses in the squishies way. Mid-way I need to also lay more traps (recharge ftw), and retoggle my powers, heal fellow team members, and more, and more.
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Ermmm... you been drinking Doubs? -
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I pwn at being nice and sensible
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Even if you stole my MM's cossie -
Hasten will be quite useful although probably less crucial than for a controller. I wouldn't bother with TP Foe: if you have Recall friend, you can position yourself (and your team-mate) close enough to a foe to use the rez (which aggroes anyway since it is also a stun and debuff).
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Tar Patch: slot 3 Rechgs first (a Slow only if you can spare slots later) and take it around lvl 4 or so.
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FoN only has S/L resistance
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You must be thinking Temp Invulnerability. FoN has res to all but psi. -
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1 endrdx is more than enough, and you will only need it to cast containment quick.
I personally think Okt's build is really good for pve, but I'd try and fit hasten much earlier, and swap hot feet's acc for a third endrdx (dunno the hard numbers about its base acc, but i find it rarely misses as it is), and would pick aid self.
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That's a good point Dark. You can easily move Hasten to early 20s. Hot Feet would be nice to have early, but it's going to be hard to run for long pre-Stamina and SOs without +recov buffs. Acc or a 3rd EndRdx won't make a huge difference, in any case 6-slot Hot Feet. Another option for extra damage in the early levels is to take the single-target immob and slot for damage then drop it later. I don't usually go for Aid Self on a PvE build, but that's up to how much you plan to team and playstyle really. -
I agree with most of what Carni said, but with a few differences in slotting. Here's what I would do:
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Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name:
Level: 50
Archetype: Controller
Primary: Fire Control
Secondary: Storm Summoning
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01) --> Char==> Acc(1) Acc(3) Hold(3) Hold(5) Rechg(5) Rechg(7)
01) --> Gale==> Acc(1)
02) --> Fire Cages==> Acc(2) Acc(7) EndRdx(13)
04) --> Snow Storm==> EndRdx(4) EndRdx(9) Slow(9) Slow(11) Slow(48)
06) --> Swift==> Run(6)
08) --> Combat Jumping==> Jump(8)
10) --> Steamy Mist==> EndRdx(10) DmgRes(11) DmgRes(40) DmgRes(40) EndRdx(40)
12) --> Flashfire==> Acc(12) Acc(13) DisDur(15) DisDur(15) Rechg(19) Rechg(19)
14) --> Super Jump==> Jump(14)
16) --> Freezing Rain==> Rechg(16) Rechg(17) Rechg(17) EndRdx(43) DefDeBuf(46) DefDeBuf(46)
18) --> Health==> Heal(18)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Hot Feet==> Dmg(22) Dmg(23) Dmg(23) EndRdx(27) EndRdx(31) Acc(31)
24) --> Hurricane==> EndRdx(24) TH_DeBuf(25) TH_DeBuf(25) TH_DeBuf(34) EndRdx(34)
26) --> Acrobatics==> EndRdx(26) EndRdx(27)
28) --> Hasten==> Rechg(28) Rechg(29) Rechg(29)
30) --> Cinders==> Acc(30) Acc(31) Hold(37) Hold(37) Rechg(37) Rechg(43)
32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Acc(34)
35) --> Tornado==> Dmg(35) Dmg(36) Dmg(36) EndRdx(36) Rechg(43) Rechg(50)
38) --> Lightning Storm==> Dmg(38) Dmg(39) Dmg(39) EndRdx(39) Rechg(42) Rechg(50)
41) --> Conserve Power==> Rechg(41) Rechg(42) Rechg(42)
44) --> Temp Invulnerability==> EndRdx(44) DmgRes(45) DmgRes(45) DmgRes(45) EndRdx(46)
47) --> Power Boost==> Rechg(47) Rechg(48) Rechg(48)
49) --> O2 Boost==> Heal(49) Heal(50)
I agree Acro is more useful than Leadership and you will get more out of Tornado than Smoke. Psi Mastery is nice but mainly for IW and the shield. Psi Tornado is OKish in its nerfed form, but works very differently from Tornado. -
Pretty much what I had expected when they announced the nerfs: not a big deal for damage-oriented builds (like my fire/kin or ill/rad), but it does (did) make soloing much harder for control-oriented ones (like my ice/storm or earth/kin). Didn't affect much my grav/sonic who was respecced into a full-support PvP build. I never thought this would "break" my toons, what I did argue is that not all controllers had "extreme" (whatever that means) damage capabilities and unfortunately the change would mainly hurt those who didn't.
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I had frozen fists 2acc/3dmg, its alot weaker then charged/nrg punch
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I said "similar". Might be slightly lower. In any case, I agree it's not that great anymore since the toggle-dropping nerf.
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As said, shivers doesnt suit the blaster. Its what poison MM has as poison breath. Its like Frost breath but without damage. Not to mention activation time. They still can do their set of attacks, but you are still standing there blowing out some cold air. (i had the power, dropped it the first respec i could find).
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Maybe it doesn't suit your blaster, but I can't see how a decent-sized cone that reduces foe recharge and movement by 2/3rds is not useful! It does overlap a bit with CE, but each has its (dis)advantages. I find it very useful in PvE and definitely a must-have in PvP.
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Freezing touch, fromout hide/stealth/whatever, the mob 9/10 times still does an attack before frozen, unlike all other holds (i have tested 8 holds - ice/elec/fire/munition). As ice/ you dont even need it, they got base 2 holds plus epic if u want
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I'd have to check that, but it's certainly riskier since it's melee. Bitter Freeze Ray is not that great (talk about a slow animation) and in any case, it's useful to have a melee one to stack holds quickly. Sure you can take an epic one, but I prefer Force or Ice.
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Its indeed the more 'control' set, but thats what ice/ is already made for. Kinda like fire, its way too much melee based without proper reward (risk vs reward system). Its a great set at lower lvl and solo (slow) pace, but in the higher lvl scene, you see /nrg /elec and even /dev going far beyond it.
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I just see it as a "safe" set with extra synergy with ice/ because of stacking slows. Nothing more, nothing less.
And I don't see the point in quoting the AT descriptions to argue how toons "should" perform. These might be useful for the newcomer who wants to get an overall sense of how they play and what they can expect in a general way, but hardly guidance for players with a bit of experience. And more often than not just leads to things like "zomg the website says I should do the most damage and that <XYZ>* is out-damaging me! N3rf!!!111!!!". I don't mind that not all the blaster secondaries are focused on damage: some people will like the extra control of /ice, others prefer the utility of /elec or /dev. It's more a matter of making sure there are no obvious imbalances like a Tier 9 which most people skip.
* pick you favourite AT/sets to nerf. -
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Powers like frozen fist (puny damage), shivers (no damage, CE does better), useless frozen aura, bugged freezing touch, decent ice sword (yet no compare with damage of other sets) and chillblain.. yeah it needs some attention
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- Frozen Fists does similar damage to Charged Brawl or Energy Punch. It used to be OK back in the toggle-dropping days, now it's a bit meh except for stacking some slows.
- Shiver is a great (control) power! -65% recharge (and movement) in a cone! CE is a good complement since it has -14% dmg, -70% movement and -40% recharge (but is PbAoE).
- Frozen Aura: agree. Might've been OK to get in low 20s for soloing, mostly useless at 38.
- Freezing Touch: haven't played my /ice blaster in a while, but what's bugged? It used to be a decent melee hold, nice to stack especially if you were also ice/ and even a bit of damage.
- Ice Sword: good power. Same damage as Fire Sword (OK, definitely not TF...)
- The immobs are all pretty similar. OK for dropping flyers and keeping melee-heavy foes at range but not much more.
I find /ice to be a nice set if you want some extra control (not damage). It could certainly use some tweaking, but certainly not a gimped set. -
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Recharge is better IIRC. Ive never made slick perma without +rcharge buff
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Slick is basically perma with 3 recharges and Hasten (which most trollers will have). But more importantly it's ranged, has double the radius, lasts longer and comes 8 levels earlier! -
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Even better!
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How is Patch better than Slick?
Overall /ice is not that bad if you don't mind blapping, what really needs to go is the Tier 9 power.
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take your original character's name, and try to construct a really poor play on words on it
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Yup. Worked for me: Okton --> Oktoplasm. -
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It's still a little confusing as the Prima Guide listed the corruptor version as a 50% debuff. To me that seemed the right balanced figure for the power. 500% just seems a little too large which is why I always assumed it was bugged....
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From what I've seen Prima has a lot more mistakes than City of Data. To be honest I've only used the controller version but I'm certain it's 500% and according to those patch notes it's meant to be the same for all 3 ATs. Whether that's over-powered, well that's a different question (for the record, I don't think it is compared to other debuffs). -
Seems like there was a 2-for-1 deal on 50s this week! Gratz!
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Using the powers you mention, here's what I'd probably do for PvE (slots not necessarily in the right order):
Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
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Name:
Level: 50
Archetype: Controller
Primary: Mind Control
Secondary: Radiation Emission
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01) --> Mesmerize==> Acc(1) Dmg(37) Dmg(37) Dmg(40) Acc(43)
01) --> Radiant Aura==> Heal(1) Heal(13) Heal(13) Rechg(42)
02) --> Dominate==> Acc(2) Acc(3) Hold(3) Hold(5) Rechg(11) Rechg(15)
04) --> Levitate==> Acc(4) Dmg(5) Dmg(11) Dmg(17) Acc(43)
06) --> Accelerate Metabolism==> Rechg(6) Rechg(7) Rechg(7) EndMod(17) EndMod(34) EndMod(36)
08) --> Radiation Infection==> TH_DeBuf(8) TH_DeBuf(9) TH_DeBuf(9) DefDeBuf(36) DefDeBuf(37) EndRdx(50)
10) --> Air Superiority==> Acc(10)
12) --> Swift==> Run(12)
14) --> Fly==> Fly(14) Fly(15) Fly(36)
16) --> Hurdle==> Jump(16)
18) --> Hasten==> Rechg(18) Rechg(19) Rechg(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Total Domination==> Acc(22) Acc(23) Hold(23) Hold(25) Rechg(31) Rechg(33)
24) --> Enervating Field==> EndRdx(24) EndRdx(25) EndRdx(46)
26) --> Terrify==> Acc(26) Acc(27) Fear(27) Fear(29) Rechg(46) Rechg(50)
28) --> Lingering Radiation==> Acc(28) Acc(29) Rechg(34) Rechg(43)
30) --> Telekinesis==> EndRdx(30) EndRdx(31) EndRdx(31)
32) --> Mass Confusion==> Acc(32) Acc(33) Rechg(33) Rechg(34)
35) --> Mutation==> Rechg(35)
38) --> EM Pulse==> Acc(38) Acc(39) Hold(39) Hold(39) Rechg(40) Rechg(40)
41) --> Indomitable Will==> Rechg(41) Rechg(42) Rechg(42)
44) --> Mind Over Body==> EndRdx(44) DmgRes(45) DmgRes(45) DmgRes(45) EndRdx(46)
47) --> Psionic Tornado==> Acc(47) Dmg(48) Dmg(48) Dmg(48) Acc(50)
49) --> Super Speed==> Run(49)
Some comments:
- You should limit the number of toggles you run until after Stamina. EF is nice to have early, but it will be hard to run along with RI before SOs.
- I would take Hover instead of AS. You really don't need an extra attack (especially if teaming) and Hover can help with positioning and knockback during fights.
- The Psi Epic is nice because of IW which mainly needs rchgs, the +def is nice but only works against psi dmg which MOB (the shield) grants +res to. So only slot def_buf if you have spare slots.
- Psi Tornado is a decent (used to be great) AoE attack with some handy knockup. You can skip it, but it might be handy in small teams.
- Mass Hypno is a great power, but it takes a while to learn to use properly (and in some teams, it might be useless). I would suggest you try it and drop it later if you don't like it.
- Choking Cloud: I'm not a fan at all of this for controllers (especially Mind): low accuracy (can't be enhanced) and very high end cost. Meh.
- Confuse is great, and I would also try to take it. From level 6 to 50 you will find some use for it. You might consider this instead of Mutation or SS.
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15 seconds downtime with 3 recharge reduction SOs.
For perma DS you need Hasten,too.
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With Hasten and 2 rchgs he's basically perma. -
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Lingering Radiation has a 90 second recharge and a 30 second duration for a -100% regen.
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This was fixed in December. From notes:
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Defender Lingering Radiation powers -Regen was operating at 1/5th the scale of the equivalent Corruptor or Controller version. The base scale now matches across all three Archetypes.
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So it's now -500% which Dark won't be able to get to. -
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Dont get flurry... Its a total joke, get air sup instead, much more useful
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Don't get either. As a controller with empathy as a secondary, I wouldn't bother getting any attacks from the power pools. With Mesmerize / Levitate / Dominate you have a good attack chain when soloing, and Terrify gives you a cone with nice damage later on. It's much more important to take powers like Heal Other/Fort/AB, than to try to squeeze in an extra attack. Actually I would drop stealth when you respec since both your primary and secondary sets have very few "skippable" powers (for example, you would get a lot more out of Confuse). I would go with either SS (if you can get by with temps for vertical movement) or SJ (for Acro) as travel powers. And you don't need Flurry to take Hasten!
Hope some of this helps! -
Just remember that the buff range is half of that of the player version, so they need to stay quite close to each other.