Okton

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  1. [ QUOTE ]
    I figured on hibernate for a panic button in case things went really badly.

    [/ QUOTE ]

    Fair enough, but if things are going really badly, you're better off hitting IR and just jumping away...

    [ QUOTE ]
    My plan was to immob/smoke or cinders and then drop loads of bonfires for containment + DoT... of course if knockback overrides immob, that wont work. bonfire could also be useful as a pseudo-slick, knocking back mobs trying to melee.

    [/ QUOTE ]

    Flashfire + Fire Cages is your main combo here (and Cinders when it's up). The damage from Bonfire is minimal, so just run in with Hot Feet and let the imps (when you have them) do the 'arresting'. That's why taking the Fire Epic afterwards is so tempting: Flashfire + Fire Cages + Fulcrum + Fire Ball = lots of dead mobs. Bonfire is nice for blocking doors and such but in most cases you need to be in melee anyway. So it's nowhere near as effective in terms of control as Ice Slick for example.
  2. Here's is how I would slot your build given your power choices:

    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name:
    Level: 41
    Archetype: Controller
    Primary: Fire Control
    Secondary: Kinetics
    ---------------------------------------------
    01) --> Char==> Acc(1) Acc(3) Hold(3) Hold(5) Rechg(5) Rechg(7)
    01) --> Transfusion==> Acc(1) Heal(7) Heal(13) Heal(15) Acc(29) Rechg(40)
    02) --> Siphon Power==> Acc(2) Rechg(31) Acc(34)
    04) --> Fire Cages==> Acc(4) Acc(37) EndRdx(40)
    06) --> Swift==> Run(6)
    08) --> Hot Feet==> Dmg(8) Dmg(9) Dmg(9) EndRdx(11) EndRdx(11)
    10) --> Siphon Speed==> Acc(10) Rechg(31) Rechg(31) Acc(34)
    12) --> Flashfire==> Acc(12) Acc(13) DisDur(15) DisDur(17) Rechg(17) Rechg(29)
    14) --> Hurdle==> Jump(14)
    16) --> Smoke==> TH_DeBuf(16)
    18) --> Cinders==> Acc(18) Acc(19) Hold(19) Hold(23) Rechg(27) Rechg(27)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Speed Boost==> EndMod(22) EndMod(23)
    24) --> Hasten==> Rechg(24) Rechg(25) Rechg(25)
    26) --> Bonfire==> Rechg(26)
    28) --> Inertial Reduction==> Jump(28)
    30) --> Increase Density==> DmgRes(30)
    32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33) Acc(34)
    35) --> Transference==> Acc(35) Acc(36) EndMod(36) EndMod(36) Rechg(37) Rechg(37)
    38) --> Fulcrum Shift==> Acc(38) Acc(39) Rechg(39) Rechg(39) Rechg(40)
    ---------------------------------------------

    I stopped at 40 since I would definitely take Fire Epic at 41 for the early AoE attack, and maybe respec into Psi at 47. Not sure you need powers like Hibernate for a Fire/Kin since you are a very offensive toon (just run in there for a quick Transfusion/Transference).

    A couple of comments:

    - Char: always 6-slot your single-target hold.
    - Smoke: the ThT_Debuf is very small and not worth slotting imo.
    - Fire Cages: mainly used for AoE containment (along with Flashfire) so no need to slot for Immob duration.
    - Hot Feet: needs at least 2 EndRdx.
    - Bonfire: I'm not a big fan of knockback as a method of control, but if you do want it, just slot 1 Rechg.
    - ID: good buff, but slot DmgRes instead.
    - Fire Imps: I never found I needed Rechgs in them.
    - I would recommend taking Assault/Tactics for kins to make sure your powers don't miss much (I would drop 2 of Bonfire, Smoke or ID to get them). If not, make sure you have 2 Acc on those that need a To Hit check.

    Enjoy the carnage!

    PS And if you're looking for "AoE control", you're better off with Earth or Ice. Fire is really for damage lovers .
  3. Well I did level my ill/rad partly on some advice from you, so sorry to hear you're leaving...

    [ QUOTE ]
    Obviously, I've run my last invite-only hami raid (the new leader will be in touch shortly). I realise this leaves you with only 4 Grav/Sonic trollers (dangerously close to the minumum) but I'm sure that whole Singularity/Liquefy exploit will be closed down in Issue 8 (plus I'm running out of storage space for the hami-os).


    [/ QUOTE ]

    You mean there are other Grav/Sonics out there??? How about some group therapy sometime?
  4. [ QUOTE ]
    After ALOT of testing out, im loving Illusion
    But still stuck between /rad and /kin
    You all say /rad is better damage, since you cant buff your phantom army with /kin and it debuffs them. But looking at both sets kin got transference/falcrum shift/speed boost/siphon power..blabla

    /Rad,well radiation infection is nice, but im playing with another person so the target may die early in fight alot. Fallout also is attractive, but requires a dead freind! which i hope to not have.
    And EM pulse seems pretty crappy :/

    Is there a big damage difference between them? or is one more useful then another?

    [/ QUOTE ]

    Rad is easier to solo with at lower levels and the synergy with illusion is arguably better. For example, your Phantasm will often be knocking back mobs just as you're about to use Transference or Transfusion on them. Certainly kin does more damage, but only after Fulcrum (38+), while your rad debuffs allow for easy soloing from the 20s onward (use them on bosses/AVs). Skip Fallout, but do take EM Pulse, which is a better AoE hold than Flash. In any case, both are great combos to use with Illusion, kin being better suited perhaps for the hyper-active player .
  5. [ QUOTE ]
    Flash: I have since respecced it out, again its a playstyle thing tbh but I just didnt use it enough.

    Epic: I took Fire as I wanted the Fireball Fulcram Shift combo for pure damage.


    [/ QUOTE ]

    One small comment: if you've dropped Flash, you have to rely on other controllers for AoE containment to make the Fulcrum/Fire Ball combo really work.
  6. Generalissimo already said a few of these things, but here goes...

    Ill/Kin is always a tight build because there are so many good powers on both side, it's hard to leave things out. In terms of choices, I would try to fit in Hasten and if possible Assault/Tactics (so your kin powers don't miss much). I would leave out ID (although it's a nice buff) and probably respec out AS/Fly after 28 and take IR instead (just to fit in more powers). Flash is only worth it if you 6-slot it and don't bother taking it before SOs (some people even skip it, although it's your only tool for AoE containment, so I would keep it). I guess Siphon Power is droppable after Fulcrum, although it's nice to stack on AVs, so not sure what else to drop. Here are a few comments on slotting (assuming it's a PvE build):

    - Transfusion: swap an Acc for a Rechg
    - Deceive: a bit over-slotted imho. 1-2 acc 1 ConfDur is probably enough
    - Siphon Speed: needs more Rechgs
    - Group Invis: don't think it needs the EndRdx. If you take Hasten, I think it's perma with 2 Rechgs. Also, if you plan to solo a lot, I would take Superior Invis. It's an end hog, but as a toggle, you have control over when it's on (also I think there are some problems currently with GI suppressing -but not showing- when you click glowies)
    - Fly: you need Flight speed, preferably 3
    - ST: it's perma out of the box, so slot 1-2 Acc 1-2 Fear
    - PA: their damage is not that bad, so slot 3 Dmg if possible
    - Health: I would take Hurdle instead. It makes almost no difference and you have a great heal anyway. If you do take it, don't slot it
    - Blind: you should take this at lvl 1 or 2. I prefer 2 Acc 2 Hold 2 Rechg so it can stack
    - Phant: no need for Rechg, slot 1-2 Acc 3 Dmg
    - You don't need Conserve Power with Stamina and Transference. Take the blast instead.
    - Temp Invuln: only needs 1-2 EndRdx
    - Don't take Repel.

    If you do take Tactics, you can probably drop an Acc from some of the powers (e.g. Siphons, Fulcrum).

    Hope some of this helps!
  7. [ QUOTE ]
    Out of interest, how many controllers were present?

    [/ QUOTE ]

    My guess is that we had around 25-30 which should have been enough. Unfortunately I think people need to be better informed next time about which powers to use during the holding phase. At one point I had 2 Steamy Mists, 5 RAs and Assault on me, while I could see people using Fire Imps, Earthquake, Tentacles, Siphon Power and all sorts of useless powers which were only increasing lag. Also, I saw lots of people attacking during the hold phase including various scrappers and tanks who should have probably been up on Coward's Hill at that stage. Having a channel for team leaders would have probably helped given the amount of spam on Broadcast. In any case, thanks to PG for organising it and hopefully better luck next time.
  8. I'm amazed you didn't ding while zoning!!!

    Gratz dude!
  9. You definitely need Stamina too. For PvE you should probably also take Glacier and one of Shiver/Arctic Air (depends on how much you like melee). I also took Steamy Mist which works nicely with Super Speed. My ice/storm is only 31 so I haven't tried Tornado and Lightning Storm, but I'm planning to take them too.
  10. I agree with MaX. The worst for soloing has to be sonic since it has 5 powers which are dependent on a team-mate. And although the debuff from Sonic Siphon stacks with sonic attacks, it's mainly useful for bosses/EB/AVs, not for clearing large spawns of minions/lts.
  11. There are a couple of differences between SI and GI, but I would agree you probably don't need both:

    - What: SI gives you a "stronger" invis, so even mobs with +perception will have a harder time seeing you.
    - How: SI is an endurance-heavy toggle (needs 2-3 EndRdx) while GI is click-and-go. You do run the risk of GI dropping at the wrong moment although with recharges and Hasten, it shouldn't happen too often.
    - Who: although in some cases GI can be very useful to invis the team, it takes a bit of organising if you want to do it right (i.e. invis team-mates, but only those who want it). If you solo a lot, SI might be better.

    Hope some of this helps
  12. [ QUOTE ]
    Thing is the Devs know Dark is very powerful, its one of the reasons its the only Defender primary Controllers can't get.


    [/ QUOTE ]

    Kin and Rad are also very "powerful" defender primaries, the problem is that Dark is already too "controllery" (including the extra pet). In any case, based on my limited MM experience, Thugs/Dark is a VERY good combo .
  13. [ QUOTE ]
    Again it depends on your play style, just on paper Ice has two major advantages...

    1: A snipe power.
    2:faster animations.
    3:Oh and it slows people. (yes I know thats 3).


    [/ QUOTE ]

    Ermmm... ice has no snipe . But you can replace #1 by "Has 2 holds" (although only 1 is really useable in PvP).
  14. Okton

    Power Boost

    [ QUOTE ]
    So it would affect the to hit buff portion of buildup/accuracy, but not the damage portion? Or is there a difference between 'To-Hit buffs' and 'Accuracy'?

    [/ QUOTE ]

    Slight difference (see formula below, ignoring caps). It affects the ToHitBuff of Aim/BU so it improves your NetToHit which is what matters (but not your damage).

    NetToHit = (InherentAttackAccuracy) * (1 + AccuracyEnhancement) * [ BaseToHit + ToHitBuffs - ToHitDebuffs - (Defense - DefenseDebuffs) ]

    [ QUOTE ]
    I assume I'm right in thinking that the power only boosts the effects of powers that you cast, not buffs affecting you that have been cast by someone else. ie, you'd get a bonus to aid self, but not if someone used aid other on you?

    [/ QUOTE ]

    That's right, it only affects powers which you cast yourself.
  15. As that thread explains, the main difference is that FF shields affect DEF while Sonic ones affect RES. So with Sonic, your team-mates will get hit for less damage but just as often as with no shields (and vice-versa for FF). Sonic Dispersion is a great (PbAoE) shield which provides +RES to all damage but psi and mezzes (except sleep). Clarity is like Clear Mind (except it's animation is faster) and Liquefy is an AoE low-mag hold + knockdown + acc/def debuff. Disruption Field is great if you team with a tank/scrapper. I played sonic as a secondary on one of my controllers and was a bit underwhelmed, but since the numbers are higher for defenders (for example, the 2 team-based shields give you up tp 30% +RES and almost 25% for Sonic Dispersion), it might make for a better primary. But be prepared to have to explain what you're doing, since not many people seem to have teamed with a sonic .
  16. Okton

    Power Boost

    Taken from this thread.

    [ QUOTE ]
    What Power Boost Affects
    Stun/Sleep/Hold/Immobilize/Confuse/Fear Duration
    Knockback/up Distance
    Mez Protection Magnitude
    Mez Resist (Acro/AM/Vengeance)
    Repel Strength (Hurricane, Telekinesis, Force Bubble)
    Defense Buffs/Debuffs
    ToHit Buffs/Debuffs
    Heals (Direct heals only, not +regen or -regen)
    Endurance Drain and "Heals" (Direct +end from powers like Transference, not +recovery)
    Run/Fly Speed
    Movement Slow Powers (Not -recharge)
    Slow Resists

    Also, here's a few effects that PB is commonly mistaken for boosting, but in reality does not affect at all. Remember, this is not a full list.

    Some Things Power Boost DOES NOT Affect
    Inspirations
    Mez Magnitude
    Intangibility Duration (Sonic Cage, Dimension Shift)
    Damage/Damage Buffs/Damage Debuffs
    Resistance Buffs/Debuffs
    Recharge Buffs/Debuffs
    Recovery Buffs (Stamina, Recovery Aura)
    Regen Buffs/Debuffs (Adrenaline Boost, Regen Aura, Lingering Radiation)
    HP Buffs (Dull Pain, accolades)
    Endurance Drain Resist
    Range Buffs/Debuffs (Boost Range/Hurricane)
    Repel Protection Strength (Increase Density)
    Taunt Duration
    Jump Speed/Height

    [/ QUOTE ]
  17. [ QUOTE ]
    You should be able to function resonably in PvP but I am not an expert.


    [/ QUOTE ]

    Ask Jummy to show you what a Sonic/Energy can do in PvP... Ouch!
  18. [ QUOTE ]
    In the end of the day, who isn't jealous of fire/kin/fire trollers damage output?

    [/ QUOTE ]

    A fire/kin/psi troller

    Seriously though, as others have said, it's mainly the secondary and EPP that matter (assuming you can easily set up group containment) . Fire/ is slightly more damaging because of Hot Feet and Imps, but other primaries can do almost as much damage after Epics.
  19. [ QUOTE ]
    I'm at L44 now, so I've been using that combo for a few levels, and it's not been a problem. OK, Mind doesn't have a quick recharge mass immobilise, but it does have Total Domination, as well as Mass Hypnosis (which combined with Mass Confusion means no retaliation) for the FS/Fireball combo.

    [/ QUOTE ]

    Fair enough, but Total Dom won't be up very often, so that leaves you with Mass Hypnosis for group containment.

    [ QUOTE ]
    Question on Power Boost, what exactly does it boost? e.g. for holds, does it boost the duration, the magnitude, or both?

    [/ QUOTE ]

    As MaX said, mez duration (not mag) so holds, sleep, fear, confuse + heals (Transfusion) + endurance drain + movement speed, etc... Once you slot it, with Hasten and Siphon Speed, it should be up quite often.
  20. [ QUOTE ]

    Any opinions, suggestions? In particular, how good is Power Boost?

    [/ QUOTE ]

    VERY good. For both your primary and secondary powers. The only problem is that Mind is not that great for AoE containment, so the Fulcrum/Fire Ball combo is less useful than for other primaries. I'm not a fan of Ice so I would probably stick with Fire (the single target blast is not bad) and then respec into Primal (Psi is nice too for both IW and the shield, the ST blast is a bit meh though).
  21. [ QUOTE ]
    I'd be up for it. Post a date and I'll try to be there.

    What are considered the "right" power sets btw? My choice of toon could be influenced by this


    --------------------
    Spanky McPatches - Fire/Rad Controller (40)
    Karshakk - SS/Inv Brute (37)


    [/ QUOTE ]

    Like for any GM/AV . And I'm missing the badge on a couple of toons, so might try to come depending on when it happens.
  22. Someone lock the door better next time...

    wb Stage
  23. You're right, this is a great combo, but it really shines in a large team with large spawns. As Cap says, I would simply adjust slotting a bit to get some EndRdx in your AoEs (don't know if it's even worth respeccing though, since your power choices are fine). You can probably take some slots from:

    - Rad Infection: 3 TH_Debuf 1 DefDeBuf and 1 EndRdx
    - Lingering Rad: 1 Slow is enough since it only affects movement (not recharge) speed
    - Enervating Field: can probably get away with 2 EndRdx unless it's a very long fight
    - Acro: maybe 1 EndRdx for now and add a 2nd later?

    Hope some of this helps!
  24. Ermmm... yes.... Gratz Chiefy!!! Always great teaming with you!

    PS Can I also wish Idris a happy B-Day here or would that be thread-jacking?