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Everything posted by Frozen Burn
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Infiltration... what the absolute frack is it?
Frozen Burn replied to Snarky's topic in General Discussion
Quite simply.... Infiltration = a travel power that is like Athletic/Ninja Run that provides some stealth. You will need a Celerity +Stealth IO (or similar) or Steamy Mist (or similar) to get full invisibility. Given this is a Travel power, the end consumption is higher. Stealth = a power that makes you invisible (I hate that they kept the name "Stealth" and not "Invisibility") - take this if you have other travel powers. End consumption is less and you do not need the +Stealth IOs or stealth auras - although they do stack and are nice to have anyway. Yes, there is, if you're squishie and can't take the barrage of aggro you get from running through mobs - or being able to defeat the group guarding the glowie if they get aggro'd - many times you can click it while staying hidden around a corner, but can't if you've aggro'd them trying to get there. I've seen it SO many times, an unstealthed melee type will just run through to the end to click the glowie, but they drag 5 groups to it and no one can click it due to the AOEs, over aggro, or etc. All it would've taken is one invisible person to do the job, quickly, quietly, and efficiently. Or, that melee type wants to Assemble the Team in the final room, but can't because they have aggro - it's even worse if they die (seen that many times too). A stealther could handle it more easily and safely. ...So yes, there is benefit. -
Remove NoPhase Entirely, or from Hibernate
Frozen Burn replied to AbathurPendris's topic in Suggestions & Feedback
As an Ice Tanker player since 2004 - I can say that I've rarely used Hibernate. I probably used it bit more in the early days, before the defense buffs and Ice Armor set buffs - but now, I rarely, if ever, use it. If you FREQUENTLY as an Ice tanker need to Hibernate again right after using it... then you've got bigger issues with your Tank and build. I can see once in a blue moon you might come across something might require a double Hibernate - lucky <5% rolls, and some cascading defense while out of inspires.... But still no one in PVE should be able to just click Hibernate and then click it again immediately afterwards. That said... Yes, there should be a timer on the power so that you know you can't click it again inside that 120s window. Whether you click it and stay in for the full 30s or not. As soon as you click the power, the 120s timer countdown starts. It can have a hard cooldown that is unaffected by any recharge (global or enh'd) just like Strength of Will in the Willpower set. -
Need suggestions about Fire/ secondaries, help w/ already having Fire/Ice
Frozen Burn replied to R jobbus's topic in Blaster
Hi and Welcome! Fire/Ice is a good combo. Fire/anything is, really. But Fire/Ice has the same set bonus potential as other combos. It's hard to give specific suggestions without seeing your build. But the key thing is - if you like playing it - that is all that matters. If you want tweaks to it for optimization, post your build and we can help give suggestions. But if you're itching to try a different secondary with Fire Blast, there is no reason you can't - we have a 1000 slots so make a Fire Blaster with every secondary, if you want! 🙂 I personally would think /Fire, /Martial, / Mental, /Temporal, /Atomic, /Dark would all be excellent. But those secondaries lend themselves to being Blapper builds - you'd have to be comfortable being in melee to get their full potential. (And yes, Fire Sword Circle is worth slotting and using, if you take /Fire. And slotting Armageddon's in RotP is a waste - the object is to not die, so heavy slotting on a power that hopefully you won't use or only use once or twice in a long while is not optimal.) -
Archery/Ice Blaster - am I missing something obvious?
Frozen Burn replied to Linarra's topic in Blaster
Hi and Welcome! Frigid Protection should be taken as soon as it is available (lvl 10) and no later than level 20. That is your endurance sustain power. With 3 Perf Shifters (Endmod, Endmod/Acc, Endmd/Rech) in it and a single +End Perf Shifter in Stamina and the Panacea (or Numi's) in Health - that is all the endurance you will need. All the other slots you can then use elsewhere and you won't have to go chasing End with set bonuses. Also, the Stun proc will not work as well as you might hope in that power. Then, you don't have to 5-slot BU and Aim, but rather perhaps 6-slot Tactics for the defense set bonuses. You should then also have more slots to put into your snipe which does a lot of damage and with fast snipe, you can put that into your ST attack chain (and put earlier in your build). Maneuvers doesn't need a full set of Reactive Def... just do 4 Reactive Def (D, DE, DER, +Scaling Res), the LotG Def/+Global Rech, and the Shield Wall TP prot/+Resist. Then you can get rid of Infiltration and Grant Invis and pick up 2 more powers that are actually useful to you and not just mules (Ice Sword, Frozen Fists, Aimed Shot, etc). You should still have plenty of slots left over to put into those new powers as well. -
Hi! Welcome. Not a bad first attempt. A few things.... You have 6 of the Luck of the Gambler +Global Rech special IOs. You only get credit for up to 5 of any bonus so that 6th one in Grant Invisibility is useless to you. You don't need both Stealth and Infiltration. They cannot be used at the same time anyway. So, since you are using Infiltration as your travel power, ditch Stealth, and then put a Celerity +Stealth IO in Sprint. That will stack with Infiltration and give you complete Invis. You can keep the slotting you have for Stealth and put into Infiltration, if you want. But remember - most of the defense you get from either Stealth or Infiltration suppresses when you are attacked. So, in mids, Go to Options > Configuration... > Effects & Math tab > and then on the righthand side, select "Attacked" and save. That will show you your character stats while you are in combat. And you'll see your defense significantly drop too. Infiltration is a better mule for all those special IOs instead. However, eliminating Stealth makes that last LotG +Rech in Grant Invis worth it. And you can now pick up an extra power - i would suggest Electrified Net. It is a highly useful power with the immob, -Fly, and it can ignite oil slick. A single Acc/Mez or Acc/Dam HO in it is fine... although it does have a higher base damage than Snap Shot and can be worth slotting up if you so choose. Glue Arrow - the Mez portion of the Acc/Mez HO does nothing for you. You're better off with just a lvl 50 common Acc IO or put an Acc/Dam HO in it. Personally, I slot mine for damage as it does decent Toxic DoT, and coupled with a burning Oil Slick, it's a nice mass AOE toxic fire patch. (Glue Arrow can also ignite Oil Slick, if you did not know.) Gymnastics / Maneuvers - Slotting Gymnastics for Defense, you get very little. You get more Defense by slotting up Maneuvers instead. I would slot up Maneuvers and just put the LotG special in Gymnastics with a single lvl 50 Run speed generic IO to help you move faster as Infiltration is still a little slow for a travel power. Also, I would try to move that Karma KB protection IO earlier in your build - like put it in Infiltration at lvl 6 or 10. Grant Invisibility - I realize it is more of a mule for an extra LotG +Rech. But that means it's also a useless power for you - unless you plan to grant invis to people, which is okay if you want to. But you could change your slotting of Weave to accommodate that LotG as you don't need 5 slots of Reactive Defenses. And then you could pick up another power that would be useful to YOU. Eagle Eye and Endurance - you're still very tight on endurance with all your toggles. I would switch the Preventative Medicine set in Eagle Eye and put in Performance Shifters instead. 3 is fine: EndMod, EndMod/Acc, EndMod/Rech + the Prevent Med +Absorb proc. (You won't need another +End Perf Shift - this slotting will give you more End than you'll need.) You could even eliminate the Numi's in health and move your +Absorb proc there instead - which would free up another slot for you to put elsewhere. Tough and Temp Invuln - You don't need 5 Unbreakable Guard in Tough and it would be better to get some of those resist specials in Temp Invuln earlier in your build. Plus, you're missing the Steadfast Prot Resist/+Def special IO. I would slot these powers as: Tough: 4 Unbreak Guard (Res, Res/End, Res/End/Rech, +Max HP), Steadfast Prot Res/+Def, and Gladiator's Armor TP prot/+Def Temp Invuln: 4 of Unbreak Guard or Aegis as you prefer. Also, you will want to focus more on Ranged Defense than other types. So there are several powers that you don't need that 6th slot (AOE def). Also, Ranged Shot - Sting of the Manticore is a pretty bad set, imo. And you certainly don't need that 6th set bonus of Tox/Psi resist. You'd be better served with 6 Thunderstrikes and all the Ranged Defense you'd get from it and you'll get max damage from the power. I too made an Arch/TA/Force Blaster - it's a great combo and can be devastating. Here's my build, if you want for reference: Deadly Nock - Blaster (Archery - Tactical Arrow).mbd
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All Dark Armor toggles are great and useful EXCEPT Cloak of Fear. Cloak of Fear is a sub par power because of the inherent lower base Acc and heavy End cost. It takes full slotting to get it work or at minimum 4 HOs. When it works, it's good. But I'd rather invest those slots in all the other powers than trying to make a sub par power average - and not wait to lvl 50 to get the HOs to make it passable. I always skip CoF.
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My KM is an SR scrapper. I love the animations and idea of KM, but in practice - it's painful compared to other attack sets. I know numbers-wise, it supposedly on par with other sets. But it's still much slower at killing things as the damage comes at the end of the animation and not part way through it like other sets - rightly so as that's the purpose of KM - build up your arm movements to emit the damaging power. But this has been discussed ad nauseum in other threads so, no need to go into it here. I love Repulsing Torrent - it was highly useful leveling up to get overwhelming foes off me and allow my SR to breathe a bit and me to regen and heal some. Still useful in end game for controlling mobs and putting them where I want or again, letting my SR breathe. Focused Burst is great - love having a ranged attack on my scrapper. (Along with Torrent.) Burst never seems to hit anyone around me except maybe 1 or 2 foes even though I'm surrounded - no misses - i have plenty of Acc and To Hit. It's like they just aren't in range when clearly they are as they try to hit me with their melee attacks. Power Siphon is highly disappointing as it never gets the stacks like it's supposed to, so my damage output isn't as great as it could be. Concentrated Strike still is way too long - Eagle's Claw from MA is shorter than it! And the critical for bringing Power Siphon back instantly rarely procs, and so what if it does - PS barely works for me anyway. I'd rather have the critical be normal scrapper damage critical and PS be a normal BU power. If I want any type of DPS, I just use the first 3 attacks - which is lame compared to other Scrapper attack sets. Despite all those short comings, I still like KM. But I play it only for enjoyment of the toon and concept - not for any serious gameplay - which is disappointing, but "oh well."
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Favorite Flavor of Defender Teamate
Frozen Burn replied to PhotriusPyrelus's topic in General Discussion
Totally not true regarding Blasters and Empaths. Empaths are perfect for Blasters - everything Emps do make Blasters unkillable juggernauts. An Emp would really have to slack for a Blaster die while on their watch. And my opinion - Tankers should not get Fortitude. They already have high defenses. Fort should go to squishies that need the extra defense so they can survive better, and also make less need for reactive heals. Personally, I always put Fort on Blasters, Doms, and Controllers as they typically pull lots of aggro and need the extra defense, to Hit, and Damage. As for your OP... I'll take any Defender no matter what AT I'm playing. I can adapt to whatever they bring to the party. -
I had no clue. Thanks for the PSA. 🙂
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Here is an old IO memorization tracker spreadsheet. Just plug in your character name and then select the recipe type and level you want to track. As you make them, click the spot on the tracker on the right. It will show you how many of what levels you need for the badges. This is back from live and I don't remember who made it - but it's still useful and a Godsend. IO Mem Tracker v. 1.09.xlsm
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Why would you get rid of the boosts - they make them function even better. There is no downside to having them boosted. If they are boosted - you're getting more % of that attribute to your power - it's how we can get past the ED cap. And as @srmalloy stated, attuned purples do nothing for you. Purple set bonuses already work at lower levels when exemping down (the typical reason for attuning). So don't waste your catalysts or inf on the market trying to exchange for attuned ones.
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The top text (in your top green circle) is still accurate as you COULD combine that IO with up to 5 boosters to make it a 30+5 (ie lvl 35) enh. But you do not have any boosters right now, so that is why it is giving you that message.
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Hi, Jessica Jones. How are you today?
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Other Servers - Rebirth, Thunderspy, etc.
Frozen Burn replied to Psychic Fury's topic in Suggestions & Feedback
I don't think it's animosity... it's just difference of ideologies. When the game first came back, we are pretty much one HUGE happy COH family all together. There were a few outliers with their own personal servers for just their few friends... But mostly, all were together. Eventually, there was some ideology differences in the devs on the direction they wanted to go, so they split into Homecoming and Rebirth teams. With the code being leaked and out there, a few more solo servers popped up here and there too. Even through all this, HC and Rebirth did work together in trying to get licensing with NCSoft. Clearly Rebirth fell out of the running somehow as HC got the license. But they were working together and talking to one another. I know they've stated they've shared ideas and such. But now, post-license, I suspect Rebirth, Thunderspy, and some of the other smaller one-off servers are all just happy doing their own thing and being in control of their own stuff. (I am not in the know on this - this is just my impression.) I still have hope that one day - probably a few years from now - that at least Rebirth would join HC and we combine the best of what they have with what we've got here. -
Other Servers - Rebirth, Thunderspy, etc.
Frozen Burn replied to Psychic Fury's topic in Suggestions & Feedback
That was City of Titans.... A team tried to create "COX 2" after the shut down 10 years ago. While significant strides were eventually made, it still hasn't been released. -
I don't play COH in 1st person view either - the game doesn't lend itself to it, even though you can do it. I only mentioned it because Techwright asked about having my legs covered by my power trays, and I elaborated how I evolved to being able to tolerate it.
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For the love of boxing and kick
Frozen Burn replied to Drachenfang's topic in Suggestions & Feedback
Some yes, and some no. A lot of the T1 immobs have a -fly component. Some do not. But having two -fly powers can be handy to quickly get a swarm of flyers off you. This can be preferable over trying to outright kill them over several attacks while taking lots of damage melee damage - again, this is for someone who is hover blasting and typically doesn't like to have mobs in melee range of themselves, even if they are in the air. I'm not saying it's a requirement. But it is also useful to some in certain cases - and many over look that usefulness. And as you stated above, it's even useful on melee players as well. But this is all not on topic for the tread and should be debated elsewhere. -
For the love of boxing and kick
Frozen Burn replied to Drachenfang's topic in Suggestions & Feedback
I agree - Air Sup is a great power and under-utilized. I am surprised most hover-blasters don't take it - if you don't like being on the ground and want to be away from the mobs, Air Sup is a perfect way to get those pesky flyers off you. -
For the love of boxing and kick
Frozen Burn replied to Drachenfang's topic in Suggestions & Feedback
It's not really a hot topic other than people forgetting our history and the purpose of these pools. Certainly, new members to the game and community may not be aware, which is quite understandable. However.... People need to remember, pools are there to round out what you have and give extra "flavor" to your character. Devs know that not everyone wants to take all their Primary and Secondary powers, and the Pools/Epics are there for us to give additional / alternate options - and YES, they will not be as good as your primary or secondary powers. But they do enhance you character. In regards to the Fighting Pool - Yes, most people want Tough and Weave. And I would argue Weave even more that Tough. But those 2 are the primary powers people want to help make their toons uber. And yes, people cringe at having to take 1 "meh" attack before they can get their uberness. In i24, the Fighting Pool was revamped to make the "Meh" powers of Boxing and Kick (and Brawl) better by giving us Cross Punch and the "Synergy" system with it. From the Wiki: Fighting Synergy boosts the three attacks in the Fighting power pool - Boxing, Kick, and Cross Punch - if a character selects more than one of the attacks. Taking all three attacks stacks their effects. Kick grants Boxing 15% more damage and 35% chance of mag 3 stun (instead of 10% chance of mag 2). Boxing grants Kick 15% more damage and 40% chance of mag .67 knockdown (instead of 15% chance). Cross Punch grants Boxing 15% more damage, drains the target of 2% endurance, and debuffs their recovery by 5%. Cross Punch grants Kick 15% more damage, drains the target of 3% endurance, and debuffs their recovery by 5%. Cross Punch gains 15% more damage and a 5% recharge and 5% tohit buff from both Boxing and Kick. Fighting Synergy also boosts the effectiveness of Brawl. The debuffs all have a 10% chance of occurrence. Brawl gains 10% tohit and 10% recharge rate debuffs from both Boxing and Kick. Cross Punch grants Brawl 10% regeneration and 10% recovery debuffs. Taking all these attacks and slotting them up can be quite an effective melee chain and do decent damage. This can be great for Controllers, MMs, and Defenders that are in melee often and want melee attacks. It also goes well with Martial Arts, Street Justice, and other melee types. But most don't take advantage of the Fighting Synergy system. So, because most people only want Tough and Weave - they complain about having to take an attack power that is just "meh" on its own. THAT IS THE TRADE OFF. If you don't want the attack to be "meh" - take the other attacks in the pool and make it good. Or take just the one and be happy you have Tough and Weave. The pool as it stands is structured well and fine. -
For the love of boxing and kick
Frozen Burn replied to Drachenfang's topic in Suggestions & Feedback
They didn't have the lvl 41-50 content ready by the time they had to release, if i recall correctly. Looking at the timeline, i6 "Along Came a Spider" (CoV) was released on Oct 27, 2005. It was June 6, 2006 (~7 mos later) that i7 "Destiny Manifest" was released - which gave us Grandville and the Patron Pool powers, mayhem missions, and Recluse's Victory (a 4th PVP zone). -
For the love of boxing and kick
Frozen Burn replied to Drachenfang's topic in Suggestions & Feedback
Seriously? We're having another 'revamp the Fighting Pool' thread AGAIN?? Ugh. No. Just no. Leave the set alone and quit asking to make the game easier. Sheesh. -
Sorry it makes you nauseous being in first-person. But that's okay. To each their own. That's part of the brilliance of this game is that it is so adaptable for many player's needs. And that is why I am fascinated by how others set up their trays too. I'm old, so I grew up on 1st person shooters as they came out in the 80s and 90s. All the original ones: Wolfenstein 3D, Doom, Quake, Half-Life... and many others. Even going back further with Atari's Battlezone. There were many Star Wars FPS games too. But even doing flight simulators were First Person games - Red Baron was my favorite. So, i got used to that view / playstyle right off the bat. And that is also probably why I'm used to seeing my controls / buttons down at the bottom of the screen as that is how most of the games were set up back then. But eventually, they made more of the character on the screen and you could switch in and out from 1st person to showing the character - no zoom, just one or the other. Typically, you'd switch to first-person for sniping, and then switch back out to half-body view for general combat. It wasn't until later that they put the whole character on the screen - Tomb Raider being one of the first - such a brilliant and ground-breaking game. Make no mistake, I do play COH with my character completely visible most of the time. But I also have no problem zooming in tighter as needed or having my feet / legs covered by my trays - I know my Hot Feet are working! 😄
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No, I do not. I zoom in and out depending on where I am. Most of the time, I can see all of my character; and yes, there are times when I see only the top part of them - like in caves. But, it makes no difference to me. Probably because I'm used to 1st-person shooters where you see nothing or very little of the character. So, I can deal with it in any view. Sometimes, I even rotate the camera around while I'm fighting so I can see other mobs around a corner - it all depends on the situation/scenario I am in.
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lol! In the immortal words of Homer Simpson: D'OH! I've seen the Hellion Arson events practically go back to back within minutes, and then other times, I feel like I go many hours without seeing a notice for one. I guess it's that "random intervals" like some others.