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Quote:That's a good question. Powerboost does seem to boost the mez resistance you gain from powers like Tactics and Health. (I just checked on my fire/ff with tactics). It's conceivable that it would boost -mez resist as well. I was only thinking of a scenario in which you reduce the av's mez with a normal Benumb then used powerboosted holds. If it works a pb'ed benumb followed by a few pb'ed holds could provide some long term magnitude.I did a bit of number crunching, and I think that grav, earth, fire, and mind might all be able to do it with the earth epic. If powerboost affects benumb, then I think *any* primary with the cold secondary and primal epic could do it. Of course, that's all assuming roughly perma-hasten levels of recharge.
That's all theoretical, of course - I haven't done it myself, no way would I ever pour that much cash into one character. Regardless, though, it would probably take a minute or more to stack enough mag - so better have a good backup plan.
Quote:Don't discount the Ice primary. Jack has a hold too. Chillblain can be slotted with the Devastation proc and the Grav Anchor proc. Block of Ice can be slotted with the Devastation proc and the Lockdown proc. Choking Cloud will take the Lockdown proc as will Glacier and EM Pulse.
Epic choice is either Primal for Power Boost and Power Blast with a Devastation proc or Earth for Seismic Smash with a Lockdown proc and Hurl Boulder with a Devastation proc.
EDIT - Thinking about it, I wonder if a TA/Ice/Psi defender could do it? There are 2 holds in the primary (EMP Arrow, and Ice Arrow) which will both take the Lock Down proc, Entangling can be slotted with the Grav Anchor proc, there are 2 holds in the secondary that can take both the Devastation and Lockdown procs, and 3 single target blasts that can take the Devastation proc. Psi mastery gets Dominate which is a hold and will take both the hold procs and TK which could be used judiciously after stacking holds as a capper.
I also wouldn't credit procs too much. They might help pop over the top for a few seconds, but their unpredictable nature and short duration doesn't lend itself well to stacking. I think if a controller is to hold an av it's going to have to happen through a spammable, long duration hold. -
I did just that. Reminds me of Samus Aran. Alternatively, I'm backflipping everywhere.
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Let's assume that it is possible for a moment; what build could potentially do it?
For Primaries, I would consider Gravity and Earth. Mind was appealing, but it would require a lot of endurance reduction to maintain the extra 2 points of magnitude from Telekinesis and just isn't worth it in my opinion. Also, TK can't accept the +2 magnitude proc. Gravity's obvious appeal is from Singularity tossing out its hold every 8 seconds or so, adding an additional 3 mag for 18 seconds. Earth throws in Volcanic Gases though. On a high recharge build I could see it having a down time of around 10 seconds or so. (At 180% recharge, it recharges in 68 seconds and lasts for 60.) It would also fire off the +2 Mag proc very often.
For secondaries, I was liking /rad until Gypsy pointed out /cold. With a substantial amount of recharge you could have benumb up almost constantly contributing -mez resistance. Would that contribute more than the additionally magnitude added by Choking Cloud and EMP Pulse?
As for APP's Stone seems a good choice, adding an extra 4 mag with Seismic Smash. If I went with Grav as a primary it would be the definite choice. However, Earth might get as much benefit from Powerboost + Volcanic Gasses as it would an additional hold. I also would ponder the effectiveness of Powerboost + Benumb. Would this have a multiplicative effect? -
Quote:There's no doubt about breaking through the PToD. I've done it as the only controller on a team, but that's on an extreme recharge build with Powerboost up every 30 seconds. It takes a while to build up the magnitude. Generally, the AV is about to go down by the time I've stacked enough magnitude to break through so I'm not sure how long I could even sustain that level of magnitude.I've seen demos of extreme recharge Dominators managing to maintain a MAG 54+ hold, but they have the advantage of the Domination buff. I'm not sure it's possible for a controller to maintain that level of hold.
Controller holds are MAG 3 with a chance for a MAG 4. Figured on MAG 3 you'd have to stack 18 holds before your first hold wore off. Is this even possible for any 'troller build?
Now if you're referring to a group of controllers then sure, you can hold an AV through the PToD. Solo? I doubt it.
Bah, I did a test and I am not pleased. I created an AV in the MA to play with and fought him at level 52. I was able to break the PToD, but wasn't anywhere near perma-holding. I maintained a pretty consistent magnitude around 41 points, but the occasional overpower would drive it up and far more often a series of misses would drive it down. Tomorrow I'll copy my toon to test and make a few changes. I may be able to tweak a few extra magnitude out of my build. -
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I believe I was on that last attempt with Miuramir, but as a hanger on to the team. So as a team +1 we got him to 50% health before the timer tossed us out. Out of four attempts, I saw two successes and two failures. Those two successes occurred with 2 1/2+ teams. I wasn't able to time the runs to see how much time is allowed in LW's realm. I would guess that the whole event from start (opening presents) to finish took about 20 minutes.
So for an event that seemed to require around half the participants of a Hami raid and half the time, we received 6 merits and 20 candy canes compared with Hami's 40. A single team could clear 4 regular GM's in that time and walk away with a better rewarded (provided the GM's are spawned).
On one hand, I enjoy the challenging aspect of the event and the possiblity of failure. It makes a win more satisfying. However, the balance is definitely skewed towards upper level characters and will require a level of participation that may not be present through the entire event. I can see people quickly become disenchanted with it.
Also, I think phasing is a terrible, terrible idea. While the transparent effect is fairly noticable due to his size, many people are going to fail to notice that Unaffected warning that floats over his head. I'm thinking particularly of those in melee and newer players. There is a definite reason Dimension Shift et al are some of the most avoided powers in the game. I would strongly recommend Photonstorm's idea of a snowstorm that repels/knockbacks everyone in range until the Guardian is defeated. It's obvious and easy to understand for any player new or old. -
Additional thoughts:
My first reactions were based on a 3-team run. It was fun and relatively easy.
On the third attempt with a team and a half, we weren't able to defeat him. This was with at least 1 rad pumping out Lingering Rad and EMP pulse at every possible turn to keep his regen down. I'm predicting at least 2 full teams needed to take down LW. That could spell trouble for low-population servers and teams at the end of the event.
I'd like to tally my vote behind Photonstorm's suggestion. A huge winter storm is thematically better and provides a much stronger clue of when LW can't be attacked.
Also, it would be nice if the Guardians dropped their merits individually. A failed attempt in which the team walks away with nothing at all is disheartening. -
Thoughts so far:
- Lord Winter is sturdy as a GM should be. The Greater Mystic Aspect should have been like this.
- Only six merits for defeating Lord Winter and his guardians? I would suggest at least 8. You do face 3 regular GM's plus Lord Winter.
- Good-bye Winter Lord farming. I will miss the abundance of merits.
- Phasing is generally annoying.
It would be nice to see a different mechanic in place. Maybe the Guardians greatly buff his regen or HP. If taunt mechanics are in place for PVE, it would be nice to see them draw attention off of LW. Perhaps, the little northern lights could buff his damage, tohit, etc. -
Quote:It could be a potential advantage in pvp. It's important to move and move fast in there.Booster packs do nothing to enhance the abilities of your toon. They are not any kind of special enhancements to make your toon stronger/do more damage/heal more etc.
In short, stop whining. Thank you.
::Ninja Runs off::
Oh well, I threw my money at this one anyway. -
I find World of Confusion's radius disappointingly small. Only 8 feet, what's the deal? But it's the APP I'd take if I were avoiding the ugly armors.
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Somebody else's idea, but it's a good one. A mez indicator in the team window. For example, when a teammate is mezzed his health bar turns purple. It would be a nice QoL addition.
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Quote:What about turning hurricane on and setting the tank to auto-follow? Sounds a bit like griefing to me.That's not quite the same, especially considering that the particular 'precedent' you refer to was put in place specifically because TP Friend could be used for griefing other players. Mis-using KB might be an annoyance, but it's hardly griefing, at least not in the same sense as TP'ing another player into a group of baddies for your own sick satisfaction would be. ("Your" is used generally, not referring to any specific person.)
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Quote:You be wanting a plant/rad matey.hey all ive come back to hero side the last few weeks and wanted to ask what a good non fire/kin build would be. im gonna use the toon to get mine and my gfs toons to lvl 22 usually and just farm. i hear earth/storm is a good one, trying to stay away from ill/ though, any recommendations?
Eh, I decided to make this a bit useful so...
If you plan to farm you need AoE damage and the best control sets for that are fire and plant. Fire obviously relies on hotfeet and fire cages with imps tossing in some nice additional damage. Plant fairs pretty well in terms of AoE damage too. It's AoE immobilize does more damage than any other control sets and you have seeds of confusion to make the enemies whack one another. This combined with carrion creepers will give you some very decent damage.
As for secondaries while /kin may be the standard for farmers, /rad will contribute significantly to your safety and speed in eliminating the enemy. With enervating field and the Achille's proc in radiation infection you'll pump out some very nice -resist to increase your damage. You'll also have lingering radiation and emp pulse to contribute -regen to av and gm fights or anything else that isn't falling over quickly. Of course, it's very endurance heavy and anything/rad seems to make for a tight build. However, it wouldn't be terribly difficult to build for perma-am and perma-hasten with plant as a primary.
Personally, I find plant/rad to be a very versatile pairing. You can solo easily. You can farm easily. You can contribute on teams easily. -
Quote:That becomes a real problem for folks that haven't gotten the finder badge yet.I question this would work as well, but at the same time I really do miss the old faultline. Would be nice if you could start with old faultline, do a mission arc or 2 and have it change to the new faultline.
Or if you cured the lost on the streets you would stop seeing them spawning on the streets for your toon, or they at least spawned much less. (Yea I know there are still lost missions for about 15 levels after you get that mission, so maybe that phasing won't kick in til level 25)
All in all it would just be nice to see the missions you do actually having an effect on the CoH world.
Generally, I like the idea of phasing. I think it would be cool if zone events affected it. Say Lusca spawns and no one stops it then IP would look a bit ragged. -
Well, all we know is that the set is coming. Other than that I haven't seen any details released yet. Since we've all been speculating about how such a set would be laid out for quite some time I think people are a bit dried out. Now's a time for wait and see.
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Quote:Earthquake has a knockback magnitude of 0.67. Anything under 1.0 will knock an enemy down rather than back. If an enemy has a vulnerability to knockback, Clockwork for example, it will increase this effect to knock enemies back.Earthquake (Team, PVP): I say team, but they will hate you for this power because they dont understand it. C-Dog said this is knockdown only, but Ive seen it hurl foes all about. But you can slot both/either To Hit Debuff or Defense Debuff on it, and your team really wants this. They may not realize it but they do; cause nothing cuts the fight time on bosses/villains/monsters like these debuffs. Great fun in PVP when you know theres a Stalker nearby who keeps getting interrupted by the quake pulses. This is a cutting tool when you combine with Prison or Fossilize to keep your target inside the quake area while the rest of the mob flops around. It can also tandem with your Repulsion Field. Earthquake has a 25 radius and the Repulsion Field has a 10 radius. Lay the Earthquake to one side of your team and then you flank to the other (conveniently, your Dispersion Bubble also has a 25 radius, so you can use the edge of the bubble to gauge your distance from the geyser). The targets now bounce back and forth between you and the geyser.
I too found your use of unconventional terms confusing. Your description of cutting and clocking sounds somewhat like pulling and training. Both are tactics I would only use solo. On teams, it's generally best (unless facing a difficult mob) to keep things tightly compacted and controlled, an easy task for earth/ff. -
Quote:Indeed. Though time in Cim may give Brutes a bad rap. Too many unplanned speed-ITF's (meaning one or two people decide it will be a speed run without informing the rest of the team) with Brutes left a bad taste in my mouth. It's not that they weren't capable; the problem was the squishies left behind often were ambushed and flattened while someone rushed the crystals. It's all well and good to keep your Fury going, but if 3/4 of the team is dead it might be time to rethink things.Considering we've had co-op zones for a long time in Cim and RWZ leads me to believe that neither side is that clueless about the other.
Though I'm more than willing to say that's a problem with ITF speed runs more than anything, I've never had trouble with Brutes in the RWZ. -
This is a change I could get behind. It's really hard to see a single mez effect in a long line of buffs/debuffs on an ally, and with numeric stacking on it's hard to determine what an effect is at all. A change like this could go a long way in making people more active with O2 Boost, ID, and CM.
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I toyed with a gamepad for a bit, but didn't like the feel of it. Probably because I rely on the ingame chat to communicate with most teammates and had to keep putting it down. I may have adjusted to it eventually if my sgmates used ventrilo, teamspeak, etc.
One thing I found working well for me was mapping the shoulder buttons (R1 and L1) and face buttons (d-pad, circle, triangle, x, and sqaure) together for powers. I used R2 and L2 for tabbing, with R2 + L2 to target the furthest enemy. -
Ah, When They Cry is a great series. The first season has its lulls though, but by time the end comes around it had me hooked for the second season. It'll be worth checking out Uminkeo no Naku koro ni when in comes around.
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Things seem to be happening with a better frequency now. I got involved with the event twice this evening and things went smoothly as long as someone that understood the event could explain it to the team. The event was quite fun and reminded me of the flying all over the place that happens with the Winterlord hunts.
There were only two things that needed tweaked, imo: It would be nice if the Aspect was at least a recolor, if not a new model. Also, the Aspect is a bit squishy considering that at least two teams will be pounding on it.