ketch

Legend
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  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    Mind/Cold is my favorite character. Your mileage may vary. I think sometimes we just find a combo that does everything we wanted out of the game. That was Mind/Cold for me.

    Essentially I play the character as something I call a "pre-tank." I use Super Speed and Arctic Air to rush in invisibly ahead of the team and Confuse any troublesome enemies. I keep the group slept so they won't kill each other while I'm setting up the fight. When the team arrives and fires their AoEs into the sleeping crowd, the confused enemies launch their alphas on each other. I use my AoE fears and such to add a little more safety for the group, buff and debuff as necessary, and then take off toward the next group when about 80% of the current group is handled. That way when the team gets to the next group it's basically a guilt free kill fest. Because of Heat Loss I can run Super Speed indefinitely. This keeps me invisible, and lets me rocket to the next group easily.

    I think Plant Control is a fantastic set but it plays completely differently than Mind. As good as Seeds of Confusion is, the combo of an aggro-less single target confuse and an aggro-less AoE confuse is really outrageous. A lot of people try to play it using a "brute force" method and it's just not ideal for that. Mind Control's advantage is you can set up the battle field before enemies even know you are there. It's not the fastest but there is no reason you should EVER die unless you are just impatient.

    Mind/Trick Arrow is fine btw but having two holds is kind of wasted. The trick with Mind Control is to disable the bosses from afar with a Confuse before starting the fight. When that's not possible, the pattern to use is Dominate > Levitate > Dominate. Dominate has no knockback (or knockup) protection, so you can stack a hold very easily using this pattern.

    Someone mentioned Mind/Kin and I should warn that is not a combo I think I'd enjoy. Mind is a very clicky set. I find it works best (or at least is not as frustrating) with sets that have long duration/recharges. Storm, Cold, Radiation, are all top picks for me. But I think anything would work.
    You've pretty much just laid out why I love Mind. With a bit of stealth you become a mental ninja, laying the groundwork for devastation.

    Also, as the owner of a level 50 mind/kin, I'll confirm that is very, very clicky. Sometimes I find myself neglecting single target controls in favor of /kin powers. Siphon Speed, in particular, is addictive.
  2. Quote:
    Originally Posted by Invisobill View Post
    Did I mention, and I'm surprised no one mentioned this, that the temporary activation of a power included in the newbie enhancement can be seen as a precursor to the Incarnate System? Tell me, if the level cap is still going to be 50, how else would they go about it? Enhancement system. Looks like we're going to get a new power slot for each level and corresponding I.O.'s with a chance of incarnate power activation upon a successful strike of an attack. The release of this information pretty much confirms it in my book. Mark my words here people, logically it's the only way the Incarnate System is going to work within the confines of what the developers have already stated. Paragon Studios, stop giving us the run-around and concede to the fact that we guessed right on the Incarnate System!

    I want to add that it's a cheap way to go about the system too. We're looking at a possibly corny type of secondary effect or power. I think we're going to be disappointed here unless the powers are awe inspiring in visuals and effect. You know my first inclination would be a transformation effect into a god or demon-like being a la Onimusha, if I were at the helm of the Incarnate System development team, but that's just me. At the least I expect it to rain hellfire when I hit that incarnate power.
    This raised some suspicions for me as well. Creating the soul bound tech for a pre-order incentive doesn't seem likely. That and the spacing on enhancements that makes it appear as if a 7th could be added.

    It's fun to speculate sometimes.
  3. Quote:
    Originally Posted by Quasadu View Post
    I should mention that I am very hard to please when it comes to anime. I can count the ones I've liked on one hand. On one finger, in fact. Perfect Blue. That's the one. I have seen others, some of them I didn't hate, but that's the only one I liked.

    Looks like this one isn't yet available on Netflix. I'll bookmark it and might take a look, especially if it becomes available on Instant Watch. But like I said, very hard to please.
    I wish there was someone else that has seen it to back my recommendation. All I can say is that, other than its distinctly Japanese setting, it avoids the trappings of the genre. It's just a simple story about how time and distance separates two people. It very easily could have been filmed with actors, but I think some of the beauty is in the setting that would have been difficult to capture.
  4. Obligitory anime recommendation!

    5 cm per Second: A series of short stories that detail the seperation of young friends.

    It's really beautifully animated and has an excellent score. Probably the one film outside of something Miyazaki that I would use to introduce someone to anime.
  5. Seconding some advice from Mandur12 and Tex.

    Frostbite has a pretty heavy endurance cost in the midst of all the toggles you'll have running. It also has the disadvantage of triggering the AI's range mode so they'll fire back more often rather than slowly entering melee or fleeing AA. I would take it on a range oriented Ice troller, but I really think that Ice shines when using AA.

    I also like the Psi APP for the stacking -recharge and mez protection as well. If you decide to play at range then Shiver, Lingering Radiation, and Psychic Tornado do very well at keeping most enemies' recharge floored.
  6. Quote:
    Originally Posted by Thirty-Seven View Post
    I would be willing to bet it's Malaise. The two do have a history in this universe, after all.
    And their universe as well. The Praetorian version you face in Maria Jenkin's missions is described as a "patient" of Mother Mayhem's, even gaining her favor.
  7. ketch

    what/cold?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    Also, does it stay "triple stacked"? I have to assume it is only triple-stacked part of the time and double-stacked at other times. What I also don't really know is which, if any, of the blast powers or Ice Control powers self stack, and that could significantly push numbers in their favor.
    I only tested a single Siphon Speed then extrapolated from there, but for the sake of thoroughness I just went back and tested again. A triple-stacked Siphon Speed will only reduced a +4 AV's recharge by 28.8%,

    I have a fairly high recharge ill/kin so there are times when I'm able to stack it 4 times, but only for a few seconds. Even then, there are times when I drop to only double-stacking Siphon Speed. Of course, there's the build up to that point and misses to factor in. Two Accuracy IO's and a Kismet: +tohit give me a 93.74% chance to hit against a +4 AV. In a team setting, I rarely maintain better than double stacking Siphon Speed, given the need to buff, FS, spam transfusion, and summon PA.

    I'll test Ice Control tomorrow. Neither Mids nor Tomax's flags the recharge in Chilblain, Block of Ice, Frostbite, or Glacier as non-stacking from the same caster. If that's the case, then Chilblain alone could be a significant source of -recharge on a single target when stacked.
  8. Quote:
    Originally Posted by Golden Girl View Post
    The Resistance are able to block the Seers in some way, so there's a posisbility that the blocking is being done by an actual person rather than a device - and I think the main people for that would be the Clockwork King, Penelope Yin, or Vanessa DeVore.
    While Penelope could be one of those people who's still good in the alternative universe, and while it'd also be cool to see the CK as a non-robot, I think that if there's a human doing the psychic blocking for the Resistance, then it'll be Vanessa DeVore, as the Carnival of Light are already established as part of the current Paretorian lore, and the devs have mentioned them at Hero Con in connection with GR.
    I assume their use of the gender neutral "it" is to preserve some of the secrecy over who they experiment may have been.

    Clockwork King I would say is an unknown at the moment.
    Vanessa DeVore while currently free and allied with the Resistance may not have always been so.
    Penelope Yin may be too young to fit into the timeline of events. That's only speculation though.

    I'll toss out Malaise as a suggestion too. It's possible that the incident was one of their first encounters and when MM recognized the potential in him.
  9. ketch

    what/cold?

    Quote:
    Originally Posted by Oedipus_Tex View Post
    [EDIT: Nevermind, didn't realize the -Recharge in Siphon Speed was unresistable. Although what "unresistable" means in this context I don't know. If it means it ignores AV resistance but not purple patch, it's still reduced to just -30% Recharge total, which is a good start but would still require major assistance from the primary set. If it means it ignores purple patch but not AV resistance then it's doing very little.]
    Just tested this a bit. Purple patch scaling is in effect. AV Resistance is not. A single Siphon Speed on a +4 AV results in -9.6% recharge. Even triple stacked it is, as Tex said, only about -30% recharge.
  10. Shall we begin speculating on who the pyschic involved in Praetor Tilman's accident was? First guess would be the Clockwork King. He's crazy and powerful. Second guess is that it was Aurora herself, with the resulting possession by Mother. Vaness DeVore? Who else do we have in the powerful psychic department?

    Oh, maybe I should say something about boob physics since this is what the topic's about now.
  11. The PTOD provides 50 points of hold protection, plus 3 inherent points of hold protection so you need to shoot for 54 magnitude. It's tough to do, but with high recharge builds and using the Vanguard Medal you should be able to handle it.
  12. I wandered over here from the Controller boards. I can attest for certain that there is something wrong with the Phantasm's AI. As I was attempting to solo the Kraken, it repeatedly ran directly into melee range after using it's energy bolt or energy torrent only once.
  13. ketch

    Pet AI broken?

    I've noticed that Phantasm is closing to melee a lot more than before. I was trying to solo the Kraken today and he kept dying to the AoE no matter where I summoned him. I've been able to handle GM's before thanks to his decoy handling downtime betweens PA's, but with no Phantasm, no Decoy.
  14. I'll second Fulmens suggestion. Jersey isn't so bad if you're taking the train. Traffic in and around the city absolutely horrifies me.
  15. Quote:
    Originally Posted by Nemu_ View Post
    I included a few zephyr kb IOs for that, and I can tell you've never fought rularuu. Floating out of melee range won't save you against them, try a few shard TFs.
    Rularuu don't care about defense. At all. The eyeballs have enough tohit to bypass most everyone's defense. I've seen them shred defense based tanks. The best way to deal with them is a nice hard dose of control.
  16. I love my mind/rad controller for neutering alpha's. Mass Hypnosis with Total Domination or EM Pulse can lock down most of the spawn without any return fire. There's Mass Confusion, of course. Even Mass Hypnosis and Radiation Infection will take a sizeable bite out of return fire.
  17. Quote:
    Originally Posted by Celestial_Lord View Post
    I suppose I should mention that this character would be primarily for Hamidon and Rikti mothership raids. I want a Controller that would be good at both, and bubblers are always in demand at mothership raids.
    Bubblers don't bring much to Hami raids unfortunately. Insulation Shield is moderately useful for the resistance to -recovery. Deflection Shield bears no use after monster clearing (all of Hami's attacks are ranged, AoE, or untyped); Dispersion Bubble can't provide fear protection that squishies need, and requires you to tag along with the Yellow Teams to get any use out of the stun protection. Of course, that means you would likely stray away from the targeted Blue or Green.

    Really, the usefulness of a FF controller in a Hami raid would probably come down to their primary, in which case, I would recommend Plant. You won't be able to cycle your single target hold as fast as mind or fire, but you can toss Spirit Tree down near the main Hami taunter. If not Plant, then I'd suggest mind for its fast activating hold and solid single target attack chain.
  18. Quote:
    Originally Posted by Obsidian_Farmer View Post
    I swear sometimes I must be the only person able to recognize a joke on these forums...
    I'm with you. It seems that humor and some folk's heads just don't reside at the same elevation.
  19. Strike Witches wasn't my cup of tea, but I've heard another season is in the works. Keep an eye out for Mayoi Neko Overrun for your next catgirl fix.
  20. Quote:
    Originally Posted by Windenergy21 View Post
    "easily" I would not go to say by any means. They can do it but you're forced to go primal forces, and have to be illusion, kinda limiting there if he chooses another primary. Any defender can do it with just picking up manuevers. And ST controlling, decieve is fun to use, but for the most part you shouldn't be needing to micro manage your controls so much.
    Note that I didn't say any FF controller can easily do it. I stated that an Ill/FF/Primal can easily do it. Yes, you're wrangled into a few specific powers (picking up a very useful power pool, which is further enhanced by Power Boost), but you can softcap your team. With only SO's you can reach 46.41% defense. With IO's your defensive values sit around 48.64% (you can peak 50% if you PB Group Invisibility as well). Now, if you want to raise the issue of other primaries doing it as well, simply substitute Group Invisibility with Grant Invisibility.

    So, assuming we're sitting at the soft cap, let's ask the question again: why a controller? Cascading Defense Failure. Cimerorans are a big offender, as are Council gunners. When that blaster, drunken on defenses, heads into a mob of Council soldiers the controller can put them on ice (or earth or fire or whatever) before they shred through his defenses.

    Then there's the point the Lewis raises. Controlling is fun.
  21. Just a few things in response to Wind's post.

    Defenders do have better shields, but an Ill/FF/Primal with Group Invisibility and Maneuvers can easily keep a team soft-capped with power boosted shields. It's simply a matter of shielding teammates in phases while Power Boost is active. At that point, you become just as effective as a FF defender since defense beyond the soft cap is rarely an issue.

    As for the on the inactive nature of control coupled with FF, I'll have to disagree. After you hit your AoE control, focus shifts to individual controls to layer on bosses and clear up mobs that the AoE misses. Also, if you're shielding the team in phases, you'll break the tedium of "shield now" and "control now". When you toss some damage from your epics into the mix, there should always be something to contribute to the team. I think this is especially true of Illusion with its built-in blast.

    Really, the biggest contributor to making shields boring is what I've already hinted at twice: the re-shield every 4 minute mentality. If you break out of that, then you can take a much more active role on teams.
  22. I have two Force Field controllers, one plant/ff and the other fire/ff. I favored the damage heavy control primaries because Force Fields offer little to supplement or enhance your damage. Of the two, I think Fire gained more from it's pairing with Force Field than Plant did. The imps became much more robust with a helping of the shields, and Smoke plays well with the your defense by lowering the enemies tohit. Plant didn't gain as much from having the added defense, but then again, it really didn't need it.

    Really, FF can pair fairly well with any controller primary for two reasons: it offers you mez protection and it only requires 3 powers to fulfill most of what a team will want from you.
  23. That's some sound advice from Chaos. I'd like to second the usefulness of Hover. Flying above the tank and dropping strays directly down on him is quite useful. On outdoor maps, it's one of the best ways to mitigate some of the knockback (which can be a bit upredictable due to its high magnitude and enemy resistances).

    I'd also second the suggestions that has been made about slotting some range into wormhole. A bit of range will make it much easier to position yourself to deal with the knockback as well as easier placement of enemy groups. Frankenslotting with IO's lets you hit good values on acc, stun, and recharge with a decent boost to range.
  24. Quote:
    Originally Posted by Aether_Crash View Post
    that OP will haunt my nightmares for years to come with it adorableness.
    Hey, where's your Pani Poni Dash avatar?!
  25. Quote:
    Originally Posted by Kioshi View Post
    ketch your build is fine, I just think you wasted a lot of slots on unnecessary recovery bonuses for a kin like the kismets (especially since it seems it's a farmer build, no speed boost, so it's not like you'll be exemplaring a lot to make use of those useless recovery bonuses, especially if the IOs are 30-40 like in the build you posted) when you could use another rech IO in fulcrum and make Earth's Embrace perma easily, improve S. Smash's rech and acc if you rearranged some stuff.
    You can pretty much strip out the Kismet's in favor of Gift of the Ancients and LotG's. In fact, doing so in Rock Armor gives a little better recovery. Overall, the difference to defense is negligible (only .1%) but I prefer the recovery bonuses over the regeneration bonuses. The primary purpose of the Kismet's though is not for the recovery bonus, but to help cap defense.

    Also, with two Siphon Speed's you hit both perma-hasten and perma-Earth's Embrace. Given the amount of recharge, it shouldn't be difficult to maintain. Like I said though, I think it's still a bit of a flawed build. I don't tend to build for the sole purpose of farming because I find it tedious.