Rockmar

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  1. WHAPOW

    First PowerStream II:





    AND THEN TURBO NERD <3

  2. Alrighty, it took a little bit longer than expected because I called by the curator of The Louvre. He wanted more of my art, but I said no, I am busy doing art for the people, and then I comforted him as he wept.

    But anyways, since you asked first Firemoth, you get two versions, one pre-caffeine and one after caffeine, and here they are:

    And





    Next we have Grayhawk!





    And last but certainly not least we have Lady Arete!




    Now go turn them into T-shirts because I know you want to.
  3. Doing free fan art for your character! I will draw them in MS Paint with my mouse. Quality will be terrible, but it will be fun. Just post a screenshot or two of your character and I will draw you a masterpiece.
  4. I feel like we had this discussion in this thread: http://boards.cityofheroes.com/showthread.php?t=235674
    There actually a lot of good points made on the redundancy of two main chat channels for Liberty.
  5. Rockmar

    Theme Songs

    Quote:
    Originally Posted by Dead_West View Post
    You know now that you have to make that song. I have to hear that.
    Haha if you're ever on vent with me I'll sing it for you.
  6. Quote:
    Originally Posted by Lobster View Post
    Nice build!

    Do you actively use boxing or is it a set mule?

    Which alpha are you planning on getting?

    Thanks! And its on my tray, but doesn't get used much.

    As for Alpha Slots, I am not sure. I can't decide between musculature or spiritual, though I am leaning towards spiritual for the extra recharge and heal.


    As for Deus, I like what you did, I am tinkering around with it some more, and will probably end up with something very similar to what you came up with, and if I do I will probably go spiritual to easily get that extra recharge back.


    Thanks for all the input!
  7. This is what I have, its got 43.7% to S/L and 42.5 to melee, 42.8 to ranged, 30 to AoE. Perma Serum, perma spiderlings, 4 seconds off of perma disruptors and its cheap. Not exactly what you wanted, but with your budget you can spruce it up I am sure.

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  8. So I have been toying around with mids and after looking at the numbers a melee crab seemed fun so I decided to try a cheap* build for one, with my goals being Softcapped to all positions, Perma serum, and perma pets.
    *Cheap for me being no expensive purple sets. And since the cheap purples don't really fit into a Crab build it ended up being no purples.

    I wanted softcapped defense. Didn't get it, but I got close, and with my resistances and perma serum I am plenty happy with that.

    My spiderlings are perma, the disruptors are 4 seconds off perma which is fine for me.

    The build has ranged attacks, but like I said I wanted to play this crab in melee.

    The build has some minor holes, but I like to think I play intelligently enough for them to remain just that: minor.

    And of course the group of people I team with regularly are all great players and are used to keeping me alive, at least until they want [Vengeance], so those minor holes are basically moot.


    Without further adieu, here's the build. Any feedback is welcomed.

    Villain Plan by Mids' Villain Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Uncle Longlegs: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting

    Villain Profile:
    Level 1: Slice
    • (A) Kinetic Combat - Accuracy/Damage
    • (3) Kinetic Combat - Damage/Endurance
    • (3) Kinetic Combat - Damage/Recharge
    • (5) Kinetic Combat - Damage/Endurance/Recharge
    Level 1: Crab Spider Armor Upgrade
    • (A) Steadfast Protection - Knockback Protection
    Level 2: Longfang
    • (A) Decimation - Accuracy/Damage
    • (5) Decimation - Accuracy/Endurance/Recharge
    • (9) Decimation - Damage/Recharge
    • (9) Decimation - Damage/Endurance
    • (37) Decimation - Accuracy/Damage/Recharge
    Level 4: Combat Training: Defensive
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Luck of the Gambler - Defense
    • (7) Luck of the Gambler - Defense/Endurance
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (37) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense
    Level 8: Aim
    • (A) Adjusted Targeting - To Hit Buff
    • (43) Adjusted Targeting - To Hit Buff/Recharge
    • (45) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (46) Adjusted Targeting - Endurance/Recharge
    • (46) Adjusted Targeting - Recharge
    Level 10: Tactical Training: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (11) Luck of the Gambler - Defense/Endurance
    • (11) Luck of the Gambler - Defense
    Level 12: Venom Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (13) Positron's Blast - Damage/Endurance
    • (13) Positron's Blast - Damage/Range
    • (15) Positron's Blast - Damage/Recharge
    • (15) Positron's Blast - Accuracy/Damage/Endurance
    Level 14: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 16: Boxing
    • (A) Kinetic Combat - Accuracy/Damage
    • (46) Kinetic Combat - Damage/Endurance
    • (50) Kinetic Combat - Damage/Recharge
    • (50) Kinetic Combat - Damage/Endurance/Recharge
    Level 18: Arm Lash
    • (A) Obliteration - Damage
    • (19) Obliteration - Accuracy/Recharge
    • (19) Obliteration - Damage/Recharge
    • (27) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 20: Frag Grenade
    • (A) Positron's Blast - Accuracy/Damage
    • (21) Positron's Blast - Damage/Endurance
    • (21) Positron's Blast - Damage/Recharge
    • (23) Positron's Blast - Damage/Range
    • (23) Positron's Blast - Accuracy/Damage/Endurance
    Level 22: Mental Training
    • (A) Run Speed IO
    Level 24: Fortification
    • (A) Reactive Armor - Resistance
    • (25) Reactive Armor - Resistance/Endurance
    • (25) Reactive Armor - Resistance/Recharge
    • (27) Reactive Armor - Resistance/Endurance/Recharge
    Level 26: Tactical Training: Assault
    • (A) Endurance Reduction IO
    Level 28: Frenzy
    • (A) Obliteration - Damage
    • (29) Obliteration - Accuracy/Recharge
    • (29) Obliteration - Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Obliteration - Chance for Smashing Damage
    Level 30: Serum
    • (A) Doctored Wounds - Heal
    • (31) Doctored Wounds - Heal/Endurance
    • (31) Doctored Wounds - Recharge
    • (31) Doctored Wounds - Endurance/Recharge
    • (33) Doctored Wounds - Heal/Recharge
    Level 32: Tactical Training: Leadership
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (43) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 35: Summon Spiderlings
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (36) Expedient Reinforcement - Accuracy/Damage
    • (36) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (36) Expedient Reinforcement - Endurance/Damage/Recharge
    Level 38: Call Reinforcements
    • (A) Expedient Reinforcement - Accuracy/Recharge
    • (39) Expedient Reinforcement - Accuracy/Damage
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (39) Expedient Reinforcement - Endurance/Damage/Recharge
    • (43) Soulbound Allegiance - Chance for Build Up
    • (48) Recharge Reduction IO
    Level 41: Tough
    • (A) Reactive Armor - Resistance
    • (42) Reactive Armor - Resistance/Endurance
    • (42) Reactive Armor - Resistance/Endurance/Recharge
    • (42) Reactive Armor - Resistance/Recharge
    Level 44: Hasten
    • (A) Recharge Reduction IO
    • (45) Recharge Reduction IO
    • (45) Recharge Reduction IO
    Level 47: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense
    • (48) Luck of the Gambler - Defense/Endurance
    Level 49: Wolf Spider Armor
    • (A) Steadfast Protection - Resistance/+Def 3%
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Conditioning
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery
    • (37) Numina's Convalescence - +Regeneration/+Recovery
    Level 2: Stamina
    • (A) Performance Shifter - Chance for +End
    • (17) Performance Shifter - EndMod
    • (17) Performance Shifter - EndMod/Recharge
    ------------
    ------------
    Set Bonus Totals:
    • 16.5% DamageBuff(Smashing)
    • 16.5% DamageBuff(Lethal)
    • 16.5% DamageBuff(Fire)
    • 16.5% DamageBuff(Cold)
    • 16.5% DamageBuff(Energy)
    • 16.5% DamageBuff(Negative)
    • 16.5% DamageBuff(Toxic)
    • 16.5% DamageBuff(Psionic)
    • 16.75% Defense(Smashing)
    • 16.75% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 5.5% Defense(Energy)
    • 5.5% Defense(Negative)
    • 3% Defense(Psionic)
    • 15.5% Defense(Melee)
    • 4.25% Defense(Ranged)
    • 3% Defense(AoE)
    • 2.25% Max End
    • 4% Enhancement(Heal)
    • 45% Enhancement(Accuracy)
    • 81.25% Enhancement(RechargeTime)
    • 10% FlySpeed
    • 132.52 HP (12.37%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Confused) 5%
    • MezResist(Held) 5%
    • MezResist(Immobilize) 15.45%
    • MezResist(Sleep) 5%
    • MezResist(Stun) 9.4%
    • MezResist(Terrorized) 7.2%
    • 7.5% (0.132 End/sec) Recovery
    • 40% (2.146 HP/sec) Regeneration
    • 4.41% Resistance(Fire)
    • 4.41% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed



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  9. Rockmar

    Theme Songs

    I only have one theme song for all of my characters and it was developed by my VG on Freedom.
    It's to the tune of the original power rangers theme song and the lyrics are as follows:

    GO GO AWESOMESAUCEMAR!
    ULTRA MEGA AWESOME YEAHHHHHH!
    DUNNA NUNNA NUN NUNNA
    GO GO AWESOMESAUCEMAR!
    BEING SUPERCOOL AND STUFF!
  10. Rockmar

    PW's war journal

    I smiled as I read the second to last entry, but for clarification I only counted the facets because by calling the cages pokeballs you piqued my interest, both in pokemon and geometry!
  11. My vote would be for Ill/Cold

    Can solo just about any PvE content including AVs and GMs easily, can put an entire team near softcap, awesome debuffs, great +end and +recov.

    Theres nothing not to like.
  12. I have it in Synaptic Overload on my Dom, and I may be wrong, but it appears to have a chance to proc on each jump.

    If you have an elec control character, I -highly- suggest putting it in Synaptic Overload.w

    It makes me happy each time I see it proc.
  13. Quote:
    Originally Posted by Candlestick View Post
    Your opinion is negated by mine, which holds more weight then yours, cause I have an earlier join date. Oh snap.

    Static Field is the one I detest the most. The pulsing is the biggest eyesore.
    I negate your negation based on my earlier join date.

    I like the way it looks, and I like teaming with other Elec Control users so I can give my friends seizures. Just turn up the ambient lighting, turn down the gamma, etc etc.
  14. Rockmar

    Cold vs FF

    Quote:
    Originally Posted by BrandX View Post
    Both are nice on a team, if I had to choose, I'd choose a Cold Domination over a Force Fielder.

    But I'd choose a Cold Domination over a Radiation too.

    Once you have that high of defense, mez while still a factor, becomes a bit less of one. After all, they have to hit you to mez you.

    So, I prefere Cold's Shields, Sleet, Heat Loss on a team.

    Now this is all assuming, I'm the one forming a team.

    As a player of the sets, this could very well go the other way around, but that's a player to player choice.

    So I'll stick to being a starholder, and what I'd prefere to have on my team if the choice was made available to me.
    I approve of this post.
  15. Rockmar

    Cold vs FF

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I love Cold Domination but I will stand by what I said about desiring it less than a Dominator for dealing with large groups of enemies. The Dominator is simply much better at dealing with the group than the Cold is, in general, and provides the same AoE -Resistance. Why do you feel its ok to compare Cold to FF but not Cold to Dominators, who also have power overlaps?

    In terms of Cold v FF, 40% defense (which is actually not the real number, but whatever) is HALF of 45% defense. It is possible to make the rest of up elsewhere, but monitoring the numbers in my window, which I do obsessively, has shown that it is rare for the soft cap to be hit on typical PUGs I run. Rather than chance it I'd usually rather just have a Force Field. I'd say 98% of my time spent playing is outside so-called "end game" content and Force Field performs very nicely there. If you team only with lvl 50 Shield Scrappers or something your experience may be different.
    Put simply, its okay to compare Cold to FF and not Dominators, because FF and Cold are two powersets within an AT (well, two) and Dominators are a completely different AT. And dominators get sleet. With a longer recharge. With a lower debuff modifier. I am sorry, but sleet is not enough to nullify the entire powerset.

    And not only is it possible to make the rest of the defense up somewhere, its what happens the majority of the time. Very rarely am I on a team that has only one source of defense for either team or an individual player.
  16. Rockmar

    Cold vs FF

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I have both Cold and FF (and Sonic) characters. Which one is "better" depends on the situation.

    It is true that you can build a team in a way that makes FF less useful. It is not true that an average team is built that way. This is why Force Field is my top pick for running PUGs. It is guaranteed, 95% defense, no matter who joins or leaves the team. The endurance drain protection is very useful against certain enemy groups as well.

    Task Forces are a little different. I prefer Cold for final boss fights in general. I find Cold much less useful for the rest of the mission. Sleet is very powerful but now that Dominators can get it I find the rest of Cold not very appealing. Dominators are simply much better at handling large spawns.

    When I rolled my Electric Controller I selected Force Field so I could have mezz protection and the ability to IO myself to make it safer to leap into melee with Conductive Aura.

    The set that's not being mentioned here that IMO deserves much more scrutiny is Sonic Resonance. Like FF and Cold I have two characters with this set. I find it to be extremely lackluster. People looking only at "variety" or "debuffs" are probably going to disagree, because they enter on the assumption that every team is already invincible.
    While I agree that sonic needs to be looked at as well, I find your statement about colds not being useful in teams except for AVs a little ridiculous. Its not as much defense as FF, but its a good 40% or so, and it has stealth, and +HP, -DMG, Knockdown, and its not like the -resists are wasted on non AVs.
  17. Rockmar

    Cold vs FF

    Quote:
    Originally Posted by Gehnen View Post
    I guess I didn't say enough. I do also greatly appreciate the mez protection, and 100% melee mitigation.

    So it's a one-trick pony... so is Super Reflexes, and I don't hear people complaining over and over about that. In fact, I don't hear people saying, "Energy Aura is way better than SR because it has utility powers!" Most people consider EA rather weak*, even though it's a bit more well-rounded.

    In fact...let's do this: "Cold is better than Radiation because it has debuffs and DEF buffs!" See how far that gets you.

    Cold is cool (HA!), no doubt. I just still think there is room for both.

    *EA probably does need some tweaks.
    SR isn't a one trick pony, it offers scaling resists in addition to +recharge. It doesnt have a lot of tricks, but there also isn't another set that does its job as well as it does.

    And I am not trying to compare Radiation and Cold, they're too dissimilar, I am comparing Cold and FF because Cold can operate in a capacity that is very similar to FF.


    Quote:
    Originally Posted by Fulmens View Post
    Hmm. Most of the people in this thread are talking about Defenders in the third person.

    Most of the people in this thread are assuming that "everyone on the team has a certain amount of self-defense."

    Yup, this is a classic FF discussion.

    I actually play Force Fielders. Why?

    * I can cap EVERYONE on the team. Blasters, Rads, Empaths, everyone.
    * No matter what goes wrong, Force Fields still work.
    * Blasters who aren't scared of repeated horrible death do about 30% more damage than Blasters who are. In my experience, only FF can really give a Blaster the confidence they need. I like what multi-blaster teams can acheive.
    * 5% more Defense, when it's 40% vs. 45%, means "half the incoming damage." (5% more Defense, when it's 50% vs 55%, means nothing.)
    * Force Fields means everything ELSE keeps working. Debuffers don't get mezzed, for instance.
    * Force Fields can softcap the team's Defense from level 22 on. Level 17 on with a little work (4-slotting the bubbles with L20 IO's, specifically.)

    Are Force Fields overkill on Defense? Sometimes. Especially if you're playing at level 50 with a group of heavily IO'd billion inf babies.

    Are Force Fields for everyone? No. Almost nobody actually wants to PLAY the set, even if they want to have the set on their team.

    Last, I ask the following question:

    When have you had more Force Fielders wanting to get on your team than you've had spaces?
    You make good points, and while it's hard to quantify, you're neglecting the mitigation and survivability that cold provides in addition to its defenses. Sure it may not soft cap, but it lowers damage done to the team directly with -dmg debuffs, it can drain enemies of end so they cant attack as much, its heavy on slows so that the team is being attacked even less, and it can increase HP which not only adds to general survivability, but is awesome for characters that rely on regeneration. So yeah, it doesn't soft cap, but in my experience playing multiple colds to 50 and a FF to 50 and a few other FFs into the 30s and 40s, the rest of the mitigation in cold more than covers the gap, while still increasing the teams general speed.


    Quote:
    Originally Posted by StratoNexus View Post
    Mez protection is big, IME. It is hard to quantify its value, but you don't generally see builds that can have mez protection skip it.

    Saying that FF only brings 5% more defense is a bit of a misnomer (or possibly a purposeful distortion). Slotted Cold is bringing 31.6% D vs. slotted FF bringing 39.5% D. Adding slotted Maneuvers to both brings Cold up to 37.1% D and brings FF up to 45%. Those are large swings in mitigation.

    FF also brings direct damage. It is not a ton. It certainly does not match what Sleet will do for a team. But it exists and should be listed.

    All in all, Cold is an excellent set. If you prefer it, I recommend sticking to it and feel free to ignore players of FF. That way I can invite them to my team.
    As I have said before, yes the mez protection is nice, but to sacrificie all the debuffs and the non defense buffs from cold for something that can be covered by a break free doesn't seem terribly practical to me. Saying the 5% defense wasn't a misdirection, I said the value was unenhanced, and I am not in a position to check the numbers, but did you include the 5% defense from Arctic Fog in that equation? And I didn't count Force Bolt as damage because the damage is quite literally negligible unless you slotted it out with procs and repulsion bomb isn't a significant source of damage and really shouldn't be treated as such. And when not properly directed knockback can often be more detrimental to a team than helpful, although many people know how to use it to its best effect, many more do not.

    And lastly, again, I am not opposed to FF, I feel its being terribly overshadowed by cold. I have FFs, I play them and I play with them, but its frustrating when colds can do so much more, and are just a better boon to a team in my experience.
  18. Rockmar

    Cold vs FF

    Quote:
    Originally Posted by Dechs Kaison View Post
    Ok, I was playing along until I read this. Now it's obvious you're going to be very argumentative with anyone who disagrees with your position.

    FF is great when what you want is survival. It offers unique benefits that can only be found in that set. Mez protection is a boon to any of the squishy ATs, and Force Bubble allows you to set everyone's melee defense to "untouchable." On top of that is the on demand knockdown in Repulsion Bomb. Force Bolt can be cycled fast enough and has high enough magnitude to keep almost anything permanently on its back.

    Just because you want Cold over FF doesn't mean FF has no merits whatsoever. Cold, FF, doesn't matter to me. As long as the player isn't you.

    Enjoy the rest of your "discussion."
    I fail to see how that's pointlessly argumentative, pointing out that Cold can do what he likes about FF and more. In fact I feel like that is perfectly on topic with my original post. I am not here to shoot down anything and everything positive about FF.

    But in response to your second paragraph, yes, FF does offer mez protection which cold does not, as I stated in the original post, but that can also be covered by popping a break free and in getting that mez protection you give up all the debuffs of cold, which you cannot get from common inspirations. And while cold doesn't have "on demand knockdown" it does have knockdown thats easily perma'd and that constantly knocks down targets, instead of every once in a while. And lastly, setting everyone's defense to untouchable, FF only offers an extra 5% more defense unenhanced to Cold but that doesnt mean Cold cant put a lot toons at softcap. And yeah, theres a noticeable difference between 40% to 45% defense, but that gap is more than made up by colds +HP, -DMG, -Recharge. I am not trying to shoot down FF because it wronged me personally, nor am I arguing for the sake of arguing. I am pointing out large discrepancies in the usefulness of the powersets. If you can't see that, well then that's too bad.
  19. Rockmar

    Cold vs FF

    And in response to Gehnen, you like FF because you can buff and then focus on doing other things, that's great. But Cold allows you to "Buff n Forget" and then do even more to benefit the team while simultaneously doing more damage and/or increasing your CC capabilities.
  20. Rockmar

    Cold vs FF

    A good player is better than an average one? Would never have guessed.
    If you play with people and not powersets, say you're on a team of 7, theres room for one more person and you invite your friend, that friend has both a Bubbler and and a Cold, and is equally good at playing both, which one would you rather they bring, supposing that they are also apathetic towards which one they play thusly eliminating the cop out answer of "I would tell them to play whatever they want."


    Edited for typos.
  21. Rockmar

    Cold vs FF

    Lately I can't find a single worthwhile reason to take FF over Cold, and that makes me sad. Cold seems to bring so much more to the table; Defense, Awesome Debuff, +HP, Stealth, Knockdown, and +Recov. Whereas FF only brings 5% more defence than cold unenhanced (defender numbers), mez protection, and repel/knockback.

    I can't think of a single situation where I would rather have a FF over a cold, in groups, solo, or PvPing, and neither can the majority of the people I have been talking to in game, all expert players in their own right with years of credibility. It just seems that the minor benefits FF has are far outweighed by the usefulness of Cold's other powers.

    Am I missing something here? I've had countless debates on the subject and in the end everyone seems to come to the same conclusion; that until FF gets a revamp, its inferior to Cold.

    What are your thoughts?
  22. I have an elec/earth/ice that I can easily and quickly solo +3/x8 on against just about anything except DE, which I turn it down to +1 or +2 with. I use Sleet and Ice Storm and I still use Static Field, and while yes, the rains do cancel out the sleep effect of static field, I still find it useful, especially when a mob isnt dead by the time the rains are over, which doesnt happen often.

    Ive tried it on controllers, and out of the two, I definitely prefer it on a dom, I can lock down mobs just as well on my dom as I can with my controller, but I can also kill them quickly on my dom, if you want to have a look at my build id be happy to post it too.
  23. I have mine 4 slotted with Performance shifter Endmod, Endmod/Acc, chance for +end, and a numina's proc. I find that I drain mobs in a couple of seconds and that I have plenty of end.
  24. You should've used the diagram I sent you hazy. It had colors. And a legend. WTF.