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Everything posted by Frozen Burn
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Beam/Dev.... Should I take Cutting Beam or Gun Drone.
Frozen Burn replied to DocRadio's topic in Blaster
I am seconding what TurboRaptor said here.... take both! Very little AOE options with BR and Gun Drone really gives you the DPS you need from the Devices secondary. Depending on how much recharge you have, you can typically get 2 out perma or for at least a little overlap. Trip Mine and Time Bomb are good ambush burst damage, but slows down your DPS. Gun Drone keeps it going while you Beam shoot away! 🙂 -
Energy Primary Blaster with Devices or Energy Secondary?
Frozen Burn replied to Ricktastic79's topic in Blaster
If you don't mind being in melee, Energy/Martial is an amazing combo. -
Can someone tell me how they made this character!:)
Frozen Burn replied to dylliebug's topic in General Discussion
Looks like... HUGE body type set to smallest size and/or shortest legs possible. I don't think Homecoming can get the legs that short - so maybe this is a different server? Clockwork body and legs Boots = Clockwork / Clockwork Belt = Post Apocalyptic Gloves = not one of Homecomings as far as I know - so again, maybe this is from another server? High collar cape Head is "Think Tank" with Head slot "Empty" Head Detail = Breather 2 Chest Detail = 2 different ones (which we cannot do on Homecoming): Clockwork/Clockwork & Environmental Suit Controls. -
Master runs were in game before incarnates and were a challenge. The badges earned were a badge of honor at the time. Then incarnates came out and Master of Statesman TF (now Ms. Liberty) and Master of LRSF became stupid easy. The level shifts made the foes -1 and people stroll through them like they're nothing. What's the point of having a special badge for unique settings, if incarnate powers counter it? And if you want to run content with all your incarnate powers, then don't run a master run. Run them at +4 and use your powers that you worked hard to get. Nothing wrong with that. But to earn a special "Master of" badge that's supposed to be for a difficult task - it then should be a difficult task and incarnate powers stripped.
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I do the exact same thing with my female toons... drop the legs to minimum. Otherwise, they look completely out of proportion. The other sliders will vary from min to max, depending on the character. But the legs HAVE to be at minimum. 😄
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I use them solo pretty much only. It's difficult to use in a team environment. Even with recent chages, the cast time is still too long to try to drop in the middle of a fight. However, if a known ambush point coming up, I'll stealth ahead of the team and prep a mine field. One of my favorite spots to do this is in Ms. Liberty TF, 1st mish, where Arbiter Sands spawns. I can get about 20-22 mines down while the team works on cables. The explosion is glorious! But yeah, limited use for the power, imo. I really wish upon activation of the power, 3 mines would drop in a triangle formation. Would make setting up and using the power mush easier.
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Great concept and costume design!
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Wonderful Bios/Stories on these two!
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I'll also add into the above answers, that originally, Dominators were a Villain-only AT along with Brutes, Stalkers, Corruptors, and Masterminds. They filled the needed "Control-hole" villain-side with their unique setup of being a controller that did damage (while MMs and Corrs buffed/debuffed). Once all ATs were available on both sides, yeah, it was hard at first for pure-hero players to understand the greatness that a Dominator can be. Because yeah, if you like Blasting and Scrapping - why be a Dom? You don't really know truly how great they are until you try playing one. As others have stated above, they are basically Controllers that do damage instead of buff. With their "critical" holds/mezzes that can pretty much be prerma'd, they can lock down a mob and destroy them quickly. As for comparing to Blaster or Scrapper.... I personally would ALWAYS rather be playing a Blaster, whether at range or as a blapper - it's my favorite AT. But I do enjoy playing all the others ATs too (except for Crab Spiders even though they are a good set too - I just hate spiders). 🙂 But a Dom plays a lot like a Blapper, so I enjoy it. It's alos like Scrapper, but instead of a shield set, you get a Control set to lock down all the foes and mitigate all the damage to protect you. Beyond that, it's just personal preference of playing. If you like Blasters and Scrappers, you may enjoy playing a Dominator. But if you're the type of person that only wants to dish out the most damage possible (which is ok!), then just keep playing Blasters and Scrappers. The beauty of this game is that there is an AT(s) for everyone's preferences and playstyles. 🙂
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Moscato Rose (Force Field/Water Defender) A college science lab. A drunken party. Several bottles of Moscoto Rosé. An accident. Rose Parker was at the epicenter causing her genes to mutate with the Moscato Rosé in her blood stream. It altered her body's appearance. And she can now create the bubbly-beverage at will to use the bubbles as shields or weapons.
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Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
That would be AWESOME! Take over a Minion to Boss level foe as your "perma" pet (while on that map) until it dies or you zone. Then you can take over another if it dies early or another once you zone to new map. Love that! -
Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
The aggro component of SoC is negligible. Mostly it hits all and very little aggro on the player. And even then, that is not a reason to give the power a "pass." IMO. Yes, a balance would need to be found. If SoC stays at 60s rech - which with max Haste / recharge rate reduction with sets and such, you can get it to recharge in 12s - it would have to have the cap # of affected foes gutted to 5. If the recharge was longer, say 120s base (which could be dropped to 24s with bonuses), then I think cap of 10 (even with Contagious Confusion proc) would be fair. And let's be honest - any changes to Plant Control is going to piss off those players. But balancing still needs to happen and they will survive like we all half with other rebalancing updates. -
Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
I do right well with my Fire/Fire Dom without Bonfire. Flashfire recharges fast enough for every/every-other mob and Cinders mixed in, there is plenty of control to lock down mobs. With Fire cages and Hot Feet melting the spawns while I blast fire at them, they melt. Most of the time, I don't even use Bonfire with the KD proc because the animation takes to long and I've already got the mob controlled. I really only use Bonfire when the team is rolling so fast that I need that extra bit of control because Flashfire or Cinders isn't up yet. ....but that is all for another thread. Any Control set, if you take away an AOE control, any player worth their salt can adapt. Mind is no different. But other most control sets get 4 controls: an AOE immob (8s rech), a Fear/Sleep (40s to 60s rech), a Stun/Detention AOE (60s to 90s rech), and then the AOE hold (240s). Illusion gets 3 (PA, Flash, and Spectral Terror) and Earth gets 5 controls (6, if you count Quicksand a "control"). However, Mind is different in that for AOE control, you get an AOE sleep for 45s rech, and an AOE Hold and an AOE confuse both for 240s rech. Then there's Telekinesis - difficult to do anything with, considered an AOE, and 60s rech (this power really needs reworked into a a more viable/useful power too). But the AOE sleep is mostly useless because it does no damage and if attacked too early (which often they are), they're mixed in with the others you're dealing with and can't put them back to sleep. So that leaves you really with only 2 viable controls (AOE Hold and AOE Confuse) both on long recharges. Yes, upper levels can get the recharge down to useable levels and the set is playable. But comparatively, it's lacking in viable control compared to other sets. Mass Hypnosis needs to be something more like Electric's sleep, where they take damage, but when woken up but left alone, they fall back asleep. This is all done through a "pet" mechanic of an electric field under the mobs' feet - so not sure how that would work with a "Mind" set. But that is certainly a more useful and practical AOE sleep. Speaking of Electric - they also get an AOE confuse at T8 for 60s recharge (Synaptic Overload). It's a chain confuse and with the Contagious Confusion Proc, they can almost certainly get an entire closely grouped mob confused as well - all on a short recharge. No one thinks that's OP either. Maybe it is? But it is something that should be looked at as well, if we're looking Plant and Mind confuses. -
Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
Agreed, the Assaults are where you pull your bulk damage from. However, with most control sets, there are those blasted AOE immobs that provide damage and for Controllers, needed Containment damage - Mind Control doesn't get anything to provide that. I am NOT saying I want an AOE imob in Mind Control - God no! I like Mind Control because it DOESN'T have the AOE immob (which most people do not know how to properly use anyway). But Mind Control doesn't get that extra damage benefit like other sets. And that is not comparing anything broken. I don't think Bonfire is broken with the KB-to-KD proc. It actually fixes it. Bonfire had / has very little use with out the proc and only draws aggro to the caster who typically dies from that. Situational use when near a corner wall, too. Now Bonfire is actually useful. ...but that is all for another argument thread. 🙂 That's a good idea. I like narrowing the cone and doubling the recharge. However, even at capping it to 10 foes, with the Contagious Confusion proc, they could still potentially get it affect as many foes as it does now. I think it would have to be more like 5 foes max. And yes, of course, it would spawn more discussion / arguments and Planties would disparage and scream "DOOM" - but that shouldn't stop us from changing and fixing it. 🙂 -
Homecoming Up for Best Rogue Server of 2021
Frozen Burn replied to Apparition's topic in General Discussion
So, ummm.... FYI.... MOP has already cast their vote and declared Homecoming the winner: And the MassivelyOP staff pick for the Best MMO Rogue Server of 2021 is… CITY OF HEROES: HOMECOMING The poll is just a "Reader's Poll," FYI. So don't think that your vote will sway MOP (like I did). But YAY! We are winning in the eye of the public too! -
Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
I hear you and understand. But tweaks and buffs for Mind Control would not make Mind Doms OP - it would put them more in line with other high damage Doms. My Fire/Fire Dom literally melts mobs way faster than my Mind/Psy... but that's Fire... but even my Dark/Psy Dom kills faster than my Mind/Psy Dom. So a bit of a buff to Mind Control would help the Mind/Psy Dom be more like other Doms and it would GREATLY help Mind Controllers come up a peg or two. -
How are Earth/ or /Earth for that matter?
Frozen Burn replied to Duck-Smokes-Quack's topic in Blaster
I have only played Seismic Blast. I made a Seismic/Martial blaster (GREAT combo, especially if you like playing in the middle of mobs). I have yet to play /Earth Manipulation. I love Seismic blast! It's a lot of fun. It does smashing damage and since smashing is resisted by a lot of mobs (not all, obviously), the overall damage output seems average. There is lots of knockdown, which is great. The animations are mostly the "alternate" animations for other blast sets - while they generally aren't my first choice, they do not bother me with this set and they seem to fit. I love the cone's animation when you have Seismic Shockwaves going - punching a rock and the exploding shards hit your foes and knock them down. It's great! 🙂 People above have mentioned the timing of a few powers.... Upthrust (ranged AOE)... You punch the ground and send a shockwave (that you can see) going on the ground from where you punched to your target and then a huge rocks thrust up from the ground to damage your foes and knock them down. It's a great animation. However, the damage (and aggro, thankfully!) is timed with the actual damage of the rocks being thrust up (as it should be). So, the further away your target is, the longer it takes for the damage to occur and thusly, the closer they are, the less time it takes (melee range is almost instantaneously). Most people view this delay as bad, but it's actually useful - you can then queue up other attacks to hit at the same time to have a more devastating alpha strike. In attack-chain combat, I notice no issue in any delay, but being /Martial, I'm in the middle of the mob anyway. Meteor (Nuke)... People love or hate it. I am on the side of loving it. 🙂 Yes, there is a delay upon casting it before the meteor comes to smash the mob and scatter them across the map (literally - the KB is unreal - and I LOVE it). But again, with the delay, you can queue up other attacks to time the damage to hit before or on the Meteor strike. You can get a full Sniper Shot off in time as well, if you choose. If you've used Build Up or Aim (as you should), most things die outright so the KB isn't an issue. Any survivors are easily picked off. Yes, people have reported mobs being knocked through a wall on a kill all and they had to reset. I've played a lot of content so far with mine, lots of cave maps, sewers, and etc and have not run into this once yet. So I think it is a rare occurrence. And even Nova (Energy Blast) or Storm powers still to this day knock things through walls. So again, I don't think it's an issue with the power - just a couple maps (that you may not even encounter) that have holes in their walls. In summary... I like the set. It plays well. Does decent damage despite being smashing damage. And it's just fun. ...all in my opinion, anyway. 🙂 -
Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
Yes, a Mind Dom can do amazing things. I know, I have one. Yes, there are great things about about the set that make it unique (2 AOE hard controls and 2 AOE soft controls, like you said) and that is why I like it. However, even as a Dom, it still seems to under-damage compared to other Doms, like Fire, Plant, Grav, Electric, and Dark. Plant Control came mid-game during live, if I recall, and if it hasn't had it's turn at balancing - then this is part of what this thread is to highlight. Mind Control hasn't had it's day in the sun for balancing and tweaking - so it's past time to get these 2 sets tweaked and aligned. Exactly - that's my point. Either be fair and align Mass Confusion with it, or change up Seeds of Confusion. So how about offering up a practical suggested solution to the problem? If SoC shouldn't be T5 and 60s base recharge, what do you think it should be? First, vet levels don't say how good a toon is or how great the power sets are... it just means that the player has played that toon a LOT (and I know you are referencing Number Six who does great things with their toon). 🙂 I too play a Mind/Psy Assault Dom and yes, you can do amazing things, especially since you have the damage set to go with it. Doms are basically blasters with control - a very deadly combo. But as I mentioned above, it kills a little slower compared to other Doms. And yes, controllers with Mind Control suffer - which is what I am aiming to highlight with this thread. The changes I am proposing: align the AOE confuse power with Plant (and get that OP set balanced), and add in pet for extra damage for controllers - these are not game breaking changes. I think we all can see the need for balancing and alignment between Mind and Plant. -
Post your holiday costume designs here
Frozen Burn replied to Techwright's topic in Art & Multimedia
I haven't made many end-of-year Holiday costumes or toons. But I did think that my character Kelly Kane, Former Paragon Playmate of the Year who turned heroine, aka Techno-Bunny, should have a holiday outfit. (Archery/Devices/Munitions Blaster) She has many outfits, but here is her main outfit and her holiday "snow-bunny" outfit. 🙂 And shameless plug.... I have 3 AE story arcs about you the player helping her to become a hero and fight the temptation of crossing lines. Just search for me (@Frozen Burn) or "Kelly Kane" - would love to hear constructive comments. -
Proposed Changes for Mind Control
Frozen Burn replied to Frozen Burn's topic in Suggestions & Feedback
@Mezmera and @... Yes, I do spend time on the forums, and yes I did do a search and nothing came up on this topic when I searched. There was a million other threads that mentioned "mind" or mentioned "control" but none that I saw that mentioned the Mind Control Powerset. The others must have been buried. 😛 @Mezmera, you are right in that Seeds of Confusion far exceeds what a T5 power should do. But also, Mass Confusion at T9 with 4x the longer recharge is FAR too weak for what a T9 should be compared to what other sets get in the way of their pets (damage, buffs, debuffs, mezzes, and etc). Mass Confusion is a great power but it's not T9 worthy and needs a shorter recharge, imo. And thanks for the invite to team with your Dom, but I also have a Mind Control Dom and love it and know exactly what it can do. And I've played Mind Control on a Controller as well - they don't get a damage set to help get through mobs - soloing is can be quite painful like trying to solo an Ice Controller. Mind Control is just lacking that extra little "oomph" most other control sets have and then there is the blatant bias with Seeds of Confusion. So if we leave Mass Confusion at T9 and the 240s recharge, then Seeds of Confusion needs to seriously be reworked and moved to T9 with a long recharge (which I would be ok with this scenario). But that would cause the pet to be dropped from the set and another power needed to replace the empty T5 slot. I doubt this will ever happen. So we are left with an imbalance between the 2 sets and it should be fixed. Why should Plant Controllers get to have a mass confusion power at T5 and 60s base recharge and Mind Controllers have to suffer and wait until T9 and only get a base recharge of 240s? If my suggestions above were so horrible, how do others propose to fix this issue? Even if you bump up the recharge on SoC, the recharge on MC needs to come down to match - but then still you have the problem of one set getting the same power at lvl 8 vs the other at lvl 32. And fixing that issue involves tinkering with typical T9 pets - one set loses it or the other set gains it. I hear all you others who don't think MC needs a pet or doesn't want the set to be like the others. MC is already not like the others and adding a pet at T9 won't make it "just like the others." And not only would a pet help add damage for controllers, I think it'd be cool to have one of Penny's storms. But I still would be ok without a pet as long as a viable and fair solution to Seeds of Confusion and Mass Confusion can be made. -
I haven't seen a thread on this and I'm surprised since Mind Control seems to be the 1 control set from the original game opening sets that hasn't been updated much and it could really use some tweaking to bring it up-to-date and inline with other sets that clearly outshine it. I'm not looking for a complete overhaul as I like that it's different from other control sets. However, there is one HUGE glaring problem with Mind Control and that is Mass Confusion and lack of a pet and thusly being a low damage output set (compared to other controllers - except Ice which has probably the lowest damage output - but this thread is about Mind Control). 🙂 Mass Confusion - it's Tier 9, with 240s base recharge. Plant Control gets this same power (Seeds of Confusion) at Tier 5 and with a base 60s recharge. How is that right?! Not having a Pet - Mind Control is the only control set without a pet. Back in the day, if I recall correctly, the devs argued "the foes are your pets because you confuse them with Mass Confusion." Well, that has obviously changed over the years and they blew their argument when they created Plant Control and gave them "mass confusion" at Tier 5 and a pet at Tier 9. So, how about: eliminating Mesmerize (Tier 1 single target sleep - which is basically useless), making Levitate Tier 1, Dominate (the hold) at Tier 2 (which is inline with all other control sets), Confuse and Mass Hypnosis at T3 and T4, then put Mass Confusion at T5 with a 60s recharge to be inline with Plant Control, and then at T9 for the pet, we can get Penny Yin's Psychic Storm pet (with whatever balanced powers you devs see fit). Another option would be to eliminate Telekinesis to put Mass Confusion earlier in the set with a 60s recharge and add the pet. I think a lot of people skip Telekinesis as it is extremely situational and difficult to use / master. (I like TK, but like I said, it is very situational.) If it is kept in the set, it would also need to be reworked for easier use. (I'd love to hear other's thoughts about how to do that.) But I think the changes to Mass Confusion to bring it in earlier with a quicker recharge and adding a pet will help the set, help players do a little more damage other than just Levitate (which is a fun power!).
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Homecoming Pitch for changes to the Force Field Powerset
Frozen Burn replied to ironjoe's topic in Suggestions & Feedback
I think the FF set is pretty fine the way it is. I don't see it as, nor have I heard of anyone saying, it is a subpar set and needs "fixing." It is a superb set providing great buffs for a team. Yes, it's all defense, but that's ok as many people build for defense set bonuses and these shields put them way over the cap completely protecting them. Resists already come from SONIC and THERMAL - so no need to add any here. I do think some TWEAKS can be useful as you suggested: Detention field being a Hold vs an Untouchable; Repulsion Bomb could use an animation tightening; and Force bubble, I'm on the fence about shrinking the bubble size - some more powerful enemies (especially some EBs) can work their way to you pretty close through the repel and if the bubble is smaller, you'd be toast since the bubble draws a lot of aggro. However, I'd be fine with no changes at all either. It's a great set as is. -
Here's another one of my favorite toons... The Librarian Archivist (Psi/Temporal/Psi Blaster) Basically, her story is that she's an introverted book-worm, studied at Croatoa Annex in Library Sciences and became an Archivist for the Paragon Public Library. She works a lot with Azuria of MAGI and in reading all the magic books, scrolls, and meeting mystics, shamans, and gurus all over the world, she developed her own magical psychic abilities and able to manipulate time a bit. She can also alter her appearance to make others think they're "seeing" someone else - typically another powerful psychic person (like Aurora, Sister Psyche, or etc) to help strike fear into her opponents - or to just blend in. Little original creation on my part here however, the challenge was recreating some signature costumes / looks without having access to the correct pieces.... Her Professional and Casual day looks.... Praetorian Aurora Borealis (this one is pretty spot on replication) 🙂 Primal Aurora Borealis (the rings, belt and tiara aren't exact, but close!) Sister Psyche Mother Mayhem (All the pieces for mommy are unique, so hard duplicate. The biggest differences are not having her head band and that belt with pointy star that pokes her belly) 😄 A Seer.... Penny Yin (Penny also has pretty much all unique pieces, but I think I made a good effort to replicate.) 🙂 Malaise... Countess Crey (we don't have access to her unique hair, dress, and gloves, but I think this is decent effort)
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All those uncommon and rare recipes that drop... craft some or all of those and sell or convert them into something that sells - or outright use some! 😄
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A max level character has never been my goal
Frozen Burn replied to Diantane's topic in General Discussion
Well, this explains all the nay-saying and ridiculous comments you make in other posts about ATs and powersets. You never fully experience what an AT, powers, or your characters can do because you don't fully develop them. As pointed out above by @Luminara, mid-30s you're still fighting to get enough slots to get your powers workable and the 40's you're just coming into your own and still developing. But I will agree with you about the content and the journey your character takes. I also am not a fan of grinding or farming - it's just not my thing. I love the content of this game and I like taking characters through different paths of the content from lvl 1 up through lvl 50 and the incarnate. And as for content - there is a LOT of great storying telling at 50 and post-50 with the incarnates that you are COMPLETELY missing out on. My goal is not to get to 50, but rather to fully develop my character and their potential by using the story content. It is very possible to fully develop your character into a post-lvl 50 incarnate on story content alone without grinding. You tout yourself as an "expert" on the forums about powers and ATs you have little knowledge of - and are failing at that. Now you are touting yourself as being solely concerned about content and not the end goal - well, you're failing at that too since you've not experienced half the content in the game because you refuse to get to lvl 50? How about stop posting and just experience the game. You continue to do things only halfway - COMMIT to fully developing your characters, COMMIT to all the powers and AT you choose, and COMMIT to doing all the content before speaking up and down-talking things.