Okton

Legend
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  1. [ QUOTE ]
    In response to some of the other pointers raised by others, I'm surprised Sonic Cage is so popular. I find these type of powers are best used to [censored] people off, either because you're inside one or you've just wasted your big-hitters on someone who can't be touched.

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    I use it sparingly and tend to team with experienced players

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    As I said, only level 24 here, but it has saved me from a few tight situations (e.g. quickly running in, cageing Frosty and cleaning up his minions while the blue ring was up; or stopping a +2/+3 boss who was threatening to overwhelm the team). But it's certainly "situational" which is why I was curious about its usefulness in later levels.
  2. [ QUOTE ]
    decent guide, but where's trick arrow?

    [/ QUOTE ]
    Here: http://www.kitsunetsuki.com/pages/11/index.htm

    Playing a /TA now Stage?
  3. [ QUOTE ]
    Goy my grav / sonic to level 24, so no expert

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    Hehe, same here . Not the uberness of ill/rad or fire/kin, but a fun, challenging set to play.

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    Sonic cage is a good power, but its kinda replicated (and in a better way) with dimension shift which is why i didnt take it. Better get a bind for it in team play tho!


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    This was something I was wondering about. I took Sonic Cage (and early too) and was thinking how useful it would be later and if the grav version was any better. I use it sparingly and tend to team with experienced players, so it's usually not a problem (although some people will always hate phase-type powers).
  4. Copy and paste from existing guides is fine as long as you quote your sources. So thanks Foxmaiden

    http://www.kitsunetsuki.com/pages/2/index.htm
  5. [ QUOTE ]
    for all Controllers the Single Target hold is your main attack. When teaming don't focus on one Mob, once you've someone locked down select another active enemy and hold them. Your job is primarily to slow / stop / scare / confuse things from attacking your teammates. The trick when Teaming is to see how many in the current group you can do this to, not to damage them.


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    Hmmm... I'm not sure I totally agree here: with Mind, you have the early combo of Dominate/Levitate (as well as Mesmerize) which can do serious single-target damage with containment. But yes, don't try to play your troller like a blaster if that's what you mean .
  6. Mind is probably the trickiest primary to play at low levels because many people don't understand sleep/confuse powers very well. Once you get to 22 and start slotting SO enhances, you should be able to do some very decent damage and have good control. Not getting a pet at 32 (like other sets do) is not a big deal since your powers should allow you to solo safely if you want to. So just be patient, and try to team and in the late game (41+), others will look at you with envy . Oh, and if you ever want to PvP, you have one of the strongest combos around .
  7. Take care Wammy. And come back when things are better...
  8. Just some quick comments:

    - Chilblain is mainly useful for the -fly (more than the slow), so I wouldn't waste that many slots on it.
    - I would still go for some thtbuffs in Tactics and a 3rd recharge in Aim/Build Up.
    - For PvP, I find Swift/Hurdle more useful than Health (and I would only 3-slot it for tanks/scrappers).
    - Try to add slots to CJ/Hurdle (if you take it), probably more useful than extra ones in SJ.
    - Don't know if you can drop anything else, but you may consider Frozen Fists: damage is not great, but dropping toggles is

    Hope some of this helps
  9. Okton

    Pet Commands

    [ QUOTE ]
    You CAN, however, enable the pet window for controllers, which allows you to view your pets' HP and status.

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    Which also makes it easier to target them for buffs and such.
  10. Mega-gratz Shnyet! I knew you'd get there eventually...
  11. [ QUOTE ]
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    bonfire? why oh why? you want groups together for AoE not apart :P


    [/ QUOTE ]It's situational, but has it's uses.


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    So... a bit like MaX himself then?
  12. Thanks for the suggestions Will probably go for Fire Blast and ID then.

    [ QUOTE ]
    A fire/kin doesnt need to ghost - He kicks [censored].

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    Hehe, yes, I've noticed that too . But once in a while it's useful to be able to sneak past the mobs if you don't want (or don't have time) to clear the map.

    Not sure about SJ/Acrobatics. I prefer using IR as a travel power and taking something else.
  13. My fire/kin is about to hit 47, so I have to decide which last 2 powers to take. For the time being, I'm sticking to a purely PvE build (and don't exemp much), but may respec into something more PvP friendly later. Here's my current build:


    ---------------------------------------------
    Exported from Ver: 1.7.6.0 of the CoH_CoV Character Builder - (http://sherksilver.coldfront.net/index.php)
    ---------------------------------------------
    Name: Tleollin
    Level: 47
    Archetype: Controller
    Primary: Fire Control
    Secondary: Kinetics
    ---------------------------------------------
    01) --> Char==> Acc(1) Acc(3) Hold(5) Hold(13) Rechg(25) Rechg(34)
    01) --> Transfusion==> Acc(1) Heal(3) Heal(23) Heal(31) Acc(37) Rechg(43)
    02) --> Fire Cages==> Acc(2) Immob(34) Acc(40)
    04) --> Siphon Power==> Acc(4) Rechg(5) Rechg(46)
    06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
    08) --> Hot Feet==> Dmg(8) Dmg(9) Dmg(9) EndRdx(11) EndRdx(11) Acc(46)
    10) --> Hurdle==> Jump(10)
    12) --> Flashfire==> Acc(12) Acc(13) DisDur(15) DisDur(15) Rechg(17) Rechg(17)
    14) --> Siphon Speed==> Acc(14) Rechg(34) Rechg(40)
    16) --> Swift==> Run(16)
    18) --> Cinders==> Acc(18) Acc(19) Hold(19) Hold(25) Rechg(31) Rechg(31)
    20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
    22) --> Speed Boost==> EndMod(22) EndMod(23)
    24) --> Assault==> EndRdx(24) EndRdx(46)
    26) --> Tactics==> TH_Buf(26) TH_Buf(27) TH_Buf(27) EndRdx(29) EndRdx(29)
    28) --> Inertial Reduction==> Jump(28)
    30) --> Stealth==> DefBuf(30)
    32) --> Fire Imps==> Acc(32) Dmg(33) Dmg(33) Dmg(33)
    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)
    41) --> Fire Ball==> Acc(41) Acc(42) Dmg(42) Dmg(42) Dmg(43) Rechg(43)
    44) --> Fire Shield==> DmgRes(44) DmgRes(45) DmgRes(45) EndRdx(45)
    ---------------------------------------------
    01) --> Sprint==> Run(1)
    01) --> Brawl==> Acc(1)
    01) --> Containment==> Empty(1)
    02) --> Rest==> Rechg(2)
    ---------------------------------------------

    The options I'm considering are (from most to least likely):

    - Vengeance: since I tend to team a lot, I figured this would be a nice buff to have (even in its non-stacking version), and by taking it at 47 I can still slot it.
    - Increase Density: same reasoning, although I guess it doesn't need that many slots.
    - Fire Blast: as you can guess, damage is not really an issue at this stage, but maybe a single-target attack could help take down AVs even faster?
    - Bonfire: had it for the early levels then dropped it. It was fun, but can't say I really miss it. Could be an option for 49 given that it doesn't need many slots.
    - Super Speed: don't think I really need it. Could be useful with Stealth, but I find that in most cases I can already ghost missions with just Stealth if needed.

    Any suggestions on which choices might be better and where to use those last slots? Thanks!
  14. [ QUOTE ]
    Is the debuff from Frostbreath anywhere near as good as Shiver?


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    No (at least for the blaster versions). And Shiver has better range.
  15. [ QUOTE ]
    PS. your linky is dead


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    Sorry. It had a typo at first, but has now been fixed
  16. If it's Defiant, talk to MaX.

    If it's Union, talk to me (although we are full atm).

    Edit: just read your reply. The Union Overlords are an all-troller SG on Union, but we're at the 75 member limit at the moment. Look for our thread under Union - Heroes. We apply strict rules concerning inactivity, so we regularly make space for new players. You can also sign up on the Recruitment thread in our other Forums here.
  17. [ QUOTE ]
    Doesn't EM Pulse have a big underestimated End drian to it? If used at the right time that could put people in nasty situations.

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    Yep, works nicely in PvE (even with only 1 endmod enhance), but I don't think it'll do much in PvP. It's also nice that it has a wider radius than the usual troller AoE holds (and better accuracy, longer duration), but the animation is a bit long.
  18. [ QUOTE ]
    will the defense given from both menuover and combat jumping be significant, or should i just drop the idea and go for assault, not slotting for defense?

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    The defence bonus from both is tiny (<3% unenhanced). I would take assault (15% dmg bonus for controllers) and slot CJ for jump.
  19. [ QUOTE ]
    Hum.. Ty for feedback. I have a L40 Ill/Kin wich is quite fun and easy to solo with. I was thinking of a PvP troller this time. Fire/Storm seems quite good, but I hate Fire powers (except the rabid monkeys). Another option would be Grav/Storm (I love singularity). Any other suggestions? ;P

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    For 1-on-1 PvP, /rad is also a strong secondary.
  20. Okton

    HO Swap thread

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    Should point out RI doesn't need/take Acc enhancements, but the double effect of Def and Tohit Debuff should be nice.

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    Which is why I'm so happy I got an Enzyme Exposure (Thtdbf+Defdbf+Endred)
  21. [ QUOTE ]
    My whole team got credit

    Which amuses me as our conversation was along the lines of:

    "Spam AM!"
    "I can't!!!"
    "Why?"
    "It's been recharging for 15 minutes now"
    "Bugger"


    [/ QUOTE ]
    Well done Delboy. And thanks to Radio for the suggestion to switch to the combat log, only way of knowing which powers had recharged (most of the time... none)
  22. Well done to all and great job J, you made us proud!