ketch

Legend
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  1. Quote:
    Originally Posted by Coldmed View Post
    ive had my ice troller since issue 3 i believe...one of my favorite toons for sure.

    the ice control isnt like the others with a splat power which is hella fun

    the only issue i have with it is dont team with earth trollers ...they cant understand ice trollers unless they are one.

    you lay down ice patch and no kidding 1 second later and some noob earth troller hits stone cages and there goes all the kb from ice patch.

    i mean thats like using burn on a mob thats held and a storm troller uses gale...you defeat any purpose.
    That could be said of any controller with an immob. Heck, earth trollers have their own knockdown power so they should understand the pain more than anyone. IMO, the biggest offenders for negating knockdown are fire/kins and occasionally plant/kins. Plant, it can be noted, has a pet that will mindlessly spam an AoE immob too.
  2. Indeed. Thanks to those numbers jockeys that got on this issue and wrangled it home. It was something hard to spot and even harder to prove was happening. You did some good work folks.
  3. Quote:
    Originally Posted by Local_Man View Post
    I like the addition of RotP to the Fire pool. It gives another unique reason to take the pool and provides Controllers an option they hadden't had before. I don't need healing flames on my */Rad or */Kin or */Therm or */Emp Controllers. And does a Fire/Kin/Fire really need more PB AoE damage? There's enough screaming for the nerf-bat already. But none of the primaries or secondaries have a self-rez.
    True enough that you don't need another heal with those secondaries, but it could benefit sonic, forcefields, TA, cold, and storm. In fact, I often see Stone mastery and Aid-self recommended for pairing with forcefields so that they have a self-heal. It would be nice to have a little more choice outside those two options.

    To me, the self-rez has little value. I don't find myself falling often enough at the beginning or during the middle of battle for it to turn the tide. Either the battle is over in which case an awaken will do or the team is wiped out and it's best to hit hospital because someone is standing on my face. Of course, if the team has nearly wiped and you can self-rez then rez someone else (a case which works nicely with the sets you mentioned: Therm, Emp, and Rad) you might turn the tide. I would prefer something that helps prevent reaching that point rather than being quirky and of limited use.

    As for fire/kin's, they'll throw a wrench into any damage tool you might want to give to controllers. Will an ice/rad be overpowered with FSC? An earth/emp? An ill/storm? Besides, I was under the impression many fire/kins are migrating to stone for the +HP, defense shield, and comparable damage of fissure. In any case, it was a throw away suggestion to stimulate discussion of what else could take the place of RotP.
  4. Quote:
    Originally Posted by Hercules View Post
    4. Steamy Mist - seems to have little effect against the mobs in ITF. Would you suggest something from the power pools to supplement it? Is Stealth any better?
    Well, the problem here isn't specific to steamy mists. It's due to the -def effect in the Cimerorans attacks. Let a chop or two get through and suddenly you've been minced. Unless you have a sizable amount of lethal/smashing defense they'll quickly cut through it. (I have a fire/ff/stone softcapped v. smashing/lethal that has fallen to some unlucky hits and collapsing defense on the ITF.)
  5. Well, you guys make a good case for the fire APP. After thinking it though, I'm going to pass trying it on my mind/kin. Already having endurance recovery coved on the /kin side, takes out one of the larger benefits of Fire. Also, I just can't sell myself on fireball when compared with Ice Storm and Frostbreath. Perhaps, it just hasn't fit in with any of the toons I've played yet.

    Just an aside, what do you all think of Rise of the Phoenix in this pool? I agree with an earlier poster that felt it would have been better served with something like Healing Flames. Or even to give the pool a different flavor something like Fire Sword Circle could've gone in.
  6. Ice is one of my favorites to use on the ITF where Shout of Command can hamper other trollers by negating their holds, stuns, etc. Ice keeps going strong with the amount of -recharge it can kick out. Outside of that it's still a very solid control set that will make you feel safe. However, it is very low damage, and in the farm crazy world of I15 that just wouldn't fly.

    Another thing that may drive newcomers away from ice is how it deals with the alpha strike, or rather how a teammate can interupt how you deal with the alpha strike. Ice Slick is a very good opener generally (especially when used from out of line of sight), but it is too easily negated by another controller's AoE immobilize or even your own. Earth has a comparable problem with Earthquake, but can quickly recover with the Stalagmites/Stone Cages combo. Ice, however, only has the PBAoE hold or an aggro generating sleep to work for the quick fix until you've stacked some slows.

    The lack of damage and possibly issues using Ice Slick may chase people away, but for those that stay they'll find the extremely powerful secondary effect of -recharge well worth it, I think.
  7. Quote:
    Originally Posted by MaHaBone23 View Post
    Consuuuuuuuuume!

    that one power is the saving grace of Fire. Even after the -recovery of an EMP and an empty blue bar, consume will fully refuel my off just a few foes.

    I'm lusting after the mez protection of Psi, but until I get some more +recovery from my sets, in Fire I will stay.
    I prefer conserve power for that. Of course, prior to getting energy torrent I wasn't too attached to the primal pool. Energy Torrent + Force Feedback's recharge proc made it more attractive, and I get a lot of use out of conserve power and powerboost on my mind/rad.


    After running 6 trollers to level 50, fire is the only APP I haven't used. I did try it on my earth/storm mostly for the elemental flavor, but it didn't feel like it added much to what I had so I respec'ed into Stone. I may give it a try on a mind/kin that is currently using the ice APP. Though I suspect it won't stack up well against the fact that ice offers two AoE's and a defense based armor. Aside from a rarely resisted damage type, I don't see what strengths the Fire APP has to offer.
  8. I'm no number jocky (kudos to those with the chops for doing it), but something seems wrong to me. After 6 radios mishes tonight on a full team I only had 2 recipe drops. I know it's only ancedotal, but it jives with others' experiences.
  9. The lady (?) said it well. I doubt Superman has a reason his underwear are on the outside. It's just the way the character is. (Though, maybe it's so he doesn't have to change them as often.)
  10. ketch

    Level 50 Snobs

    Quote:
    Originally Posted by anachrodragon View Post
    What odd responses. Do you think that some of these people only just realized that they lost powers from exemplaring? I mean, perhaps they weren't very observant, but now that there's a popup to inform them they've realized it.
    Hmm, I wonder how people could have gotten to level 50 ignorant of the game mechanics. Oh wait...

    Heck, this new system makes me more likely to exemp at any given level. Having more powers than the rest of the team makes me feel like a big shot.
  11. Quote:
    Originally Posted by NuclearToast View Post
    Wait, it is both dead AND dieing:

    /em grief
    /em rolldice

    --NT
    You fool! Open the box!
  12. Bam! There you go. That should let you figure out the duration of your mez effects. Also bear in mind when fighting bosses you'll have a smaller window in which to stack enough magnitude to actually mez them.
  13. I am a proud new Archmage. I only needed about 90 Illusionists before I16 and had even considered hunting them down just so I could say, "Back in my day..."

    Also, I've had the restrained and imprisoned badges pop up on a lot more toons than I thought.
  14. Quote:
    Originally Posted by Zombie Man View Post
    Hey, I got negative rep for this thread!

    Awesome!

    I'm gonna make a new guide about how to get negative rep using this as a template!
    I was going to offer some karmic balance but it seems I already +repped you today.

    Great list, by the way. I didn't think about saving costumes on test. That'll be a great way to avoid the lag.
  15. Stole it from this fella: Jack Ketch Usually, it's just Ketch or some variant of it.
  16. Quote:
    Originally Posted by Tired Angel View Post
    I totally agree with your ideas but I would say expand on your 3rd point. Tidy up the low level contacts in terms of them sending you off accross zones for missions as well as intros (inc. pvp zones, hero corps etc). And make getting their story arcs easier! I think there is some good low level content but its pain just getting to it!
    I concur and would like to add this. Drop off the contacts that don't have you involved in a story line. I generally don't get to see some of the low level story arcs because we're sent to contacts that have you doing random tasks. If a player wants random mishes there is the radio and no shortage of teammates who want to do radio mishes. Give us easier access to story arcs while we're leveling up.
  17. Quote:
    Originally Posted by TrueMetal View Post
    Bah, I don't like were this thread is going

    If Babs removes the slow, bulky feel of the granite I have no need for it anymore. Might aswell play my invul then.

    I know my brother would be hearth broken too if you killed off his main.
    Fear not. We're only talking about a cosmetic change here, not a mechanical one. Playing in granite is still going to feel slow and bulky, it's might just look a bit different.
  18. Quote:
    Originally Posted by WolfWings View Post
    So buy the Science Super Booster, set one of your costume slots to 'Huge' and go to town that way?

    I'm all for ditching the 'fixed Granite model' personally, though I'd think it'd work really well for the 'Huge' bodytype. Or something as close as possible to that for the Huge bodytype at least for an option among things.

    For Female and Male? Yeah, get something totally different, please!
    Or open up the super tailor to everyone since it was a horrible idea to include in the Booster in the first place. Players shouldn't have to pay in order to replicate a thematic choice they already have.

    Otherwise, I'm all for the change. Though it would be nice if the visual didn't stray too terribly far from what exists now.
  19. I just found the Council base in the RWZ. There's also a neat little Malta encampment around that area too. It's just a tent with some netting and some people at computers, but a nice touch nonetheless.
  20. Quote:
    Originally Posted by Nethergoat View Post
    I'd love more stuff like the fires in Steel, but a bit more repeatable. Or, as Fred S. suggested somewhere else, use the invasion code for zone events/monsters so everyone who happens to be around can join in and get some exp.

    The occasional APB for an escaped villain would be fun, or even something like the 'Vandals!' alert from the Safeguard missions.

    For villains it could be reacting to a Freedom Corps strike force, or hijacking a ship that strayed from the safe waters of Paragon.

    There's a lot they could do to liven up the zones- I'm hoping GR will feature a more interactive 'world' than the one we've got now.
    Here, here. I liked these sort of open-to-all objectives when I tried the CO beta. It was fun to stumble across something where people could work together without being on the same team. Of course, they repeated too often, making it feel as if you hadn't accomplished anything at all. I like the general premise though. Couple something like that with the world changing mechanics in RV and I think you'd have a winner.

    As for exploration in games, one of the most fun experiences I had was on a persistent world module in NWN called Three Towns (think of an MMO, but with a cap of 40 or 50 people to the server). As I was skulking through mountains fighting giants spiders I stumbled upon a cave and slipped inside for a look. There I found a little girl turned to stone. Probably not a good sign, but I crept forward bolstered by the a ton of skill points in Hide. I turn a corner and stare down a basilisk. No problem, keep creeping. Then another and another. Thinking I may be getting in over my head, I started back to the entrance. Somewhere along the way, I failed a hide roll and suddenly I've been exposed so it was time to run for my life. Sadly, my little rogue never made it out alive. I was petrified then shattered to pieces.

    There were a lot of situations you could wander into and find yourself feeling not so safe. Maybe you would push a little further or turn back the way you came. Not knowing if the next turn brought an insurmountable threat or a safe haven was pretty fun. Of course, after you know where they were you avoided them until you hit a higher level, but even areas you would revisit would occasionally surprise you with a deadly trap or a the side trip into somewhere even more dangerous. The proximity of safety and danger was well paced and it seemed like the module had exploration in mind from its conception.

    Of course, that goes to show that part of the fun of exploration is danger and that's something lacking in CoH unless it's self-imposed. In part, it's due to how our zones are laid out and filled with wide open spaces. Mostly I think it's due to the modes of travel we have. Flight and teleport keep you out of enemy range and superspeed grants you stealth. Superjump could be the most dangerous form of travel, but it even it allows you to escape danger fairly quickly.
  21. "That's the last time I ask a chick if she wants to go back to my place and get hammered."
  22. I have a fire/ff/stone that I really enjoy playing. In fact, when I first started the toon I though I would hate it, but it's really grown on me. It's an excellent mixture of defense and damage, with a smattering of control and buffing, which plays very differently from all my other controllers. The only problems I have with it are the lack of solid control and heavy endurance usage.

    It's mostly franken-slotted at the moment so I don't have the set bonuses I'd like, but it's sitting at 44% lethal/smashing defense and 21% for everything else. Top that off with the Combat Armor power from the arena/pvp zone dayjobs and I've boosted lethal/smashing defense to 62% and energy defense to 39%. If I pop a purple, I feel pretty safe taking most alpha strikes.

    As for damage, I get a pretty good amount out of fire cages, hot feet, and bonfire. Bonfire may seem like an odd choice, but if you've already spammed fire cages a few times most things shouldn't be bouncing away and it does some nice damage as long as the enemy stays in it. Of course, there may be the occasional request to not use, but that's only happened to me once or twice.
  23. Eight foot radius. Ugh. I was hoping to slot AA, CC, and WoC with a couple of damage proc's, but that radius is disappointing. I suppose it's the same size as a tank's Blazing Aura, but still...

    Anyway, assuming 3 procs in AA, 2 in CC, and, and 5 in WoC (just for giggles), if all the procs have a 20% chance to fire what are the odds that all of the procs would hit a single target? Even if it is something ridiculously small, like .00001%, it would be quite fun to see.
  24. Enhancing intangiblity magnitude does nothing but alter what I can affect with the hit box removal and translucent effect. I placed the Kraken (the GM) on a map in the AE and hit it Dimension Shift. He's still quite visible and mobile, but I can dance around him for 30 seconds without fear because I can't affect him and he can't affect me. I just now did the same thing with a Mind/Sonic using Sonic Cage. While the cage hit the Kraken it was still able to attack and injure my character. Just from this example, it seems that something is very, very much wrong with Dimension Shift.

    The only reason I suggest the higher magnitude is because the immobilize and visual effect seem to be tied to it, and they need to be there every time that Dimension Shift works. As it is working now, enhancing Dimension Shift only ensures that the translucent effect and removal of the collision detection box work on higher level enemies. It does not prevent them from attacking and harming others because this is happening without regard to the visual effects and immobilize every time Dimension Shift hits even against GM's as illustrated.
  25. I'm well aware of the information from redtomax's, Mids, and ingame. I wouldn't have started testing without checking all the sources available to me.

    Here's a simple test you can do to see that the magnitude is indeed scaling. Get a power analyzer and use it on an enemy that's conning gray; hit them with Dimension Shift and watch their immobilize protection. That's what I did, and it at first misled me to believe that the the magnitude for the immobilize was 5.3. Try it on a higher level enemy and you'll see the magnitude is lowered. In the other thread, here, I first calculated when an enemy would be hit with the intangible effect and immobilized and then tested it to confirm it. It always fell in line with the hypothesis that the magnitude was scaling. This is out of line with all other mez affects which do not have scaling magnitudes, but as you said scaling durations.

    When the enemies' hit boxes were removed I considered this the intangible status as its magnitude and behaviour fell in line with the immobilize. The removal of the collision detection and the translucent effect are not aligning with whether an enemy can be affected or affect others. This is what had led me to believe the data available is oversimplified and that intangible is a combination of hit box removal and two other known effects, Only-affecting self and Untouchable. However, only one portion of the Intangible status is being affected by level scaling or enhancement.