Jump to content

Rudra

Members
  • Posts

    8137
  • Joined

  • Last visited

  • Days Won

    48

Everything posted by Rudra

  1. Ice Control is the primary, yes. Dominator (Ice Control/Electricity Assault/Sorcery/Concealment/Teleportation/Leadership/Fire Mastery): Level 1: Block of Ice (Ice Bonds hold) Level 1: Charged Bolts (Rapid "lightningbolt") Level 2: Frostbite (or Charged Brawl if you prefer) Level 4: Lightning Bolt Level 6: Arcane Bolt (For that Magic Missile time of day) Level 8: Mystic Flight Level 10: Cold Snap (for Cone of Cold) Level 12: Infiltration or Stealth (Invisibility) Level 14: Spirit Ward (Because empowering your allies with a shield is a wizard thing) Level 16: Teleport Level 18: Combat Teleport (Blink effect) Level 20: Zapp (For when you really want your lightningbolt to reach out and fry a target) Level 22: Maneuvers (Hello, Mass Cat's Grace) Level 24: Assault (Hello, Mass Bear's Strength) Level 26: Jack Frost (I finally learned how to summon an elemental! Yay me!) Level 28: Grant Invisibility (Because letting my allies be invisible is nice too) Level 30: Voltaic Sentinel (Now I can summon two elementals! Run for your lives, cretins!) Level 32: Teleport Target (Now where should I drop him?) Level 35: Fireball ('nuff said) Level 38: Fire Shield (Red and blue fire shield damage resists at once? D&D wizards eat your hearts out.) Level 41: Rain of Fire (For those light Cataclysm days when you just want things burning) Level 44: Melt Armor (Better than Heat Metal) Level 47: Phase Shift (Hello, Ghost Form, Dark Form, Light Form, or whatever magic intangibility is your preference) Level 49: Misdirection or whatever else you want You can fit in Glacier anywhere starting at level 22 if you want a more powerful Ice Bonds effect. You can fit in Arctic Air anywhere starting at level 6 if you want a Mass Invisibility and/or Cloud of Confusion effect. Ice Slick for those ice patches (Edit again: or Grease spell) some wizards conjure. So on and so forth. There are 18 total powers available for the provided build that are not included in it. The world is your oyster. Do what you want with it. And note, there are no incarnate powers in that list. Edit: Also note that there are only 4 ice powers in that build. And one of those can be dropped in favor of Charged Brawl to reduce the ice power count. The other three are your stated desire for a Cone of Cold, a summon, and my recommendation of an Ice Bonds spell. So there are three ice powers that would effectively be required. Out of 24 powers the character gets total.
  2. Boxing and Kick don't modify Tough or Weave. And you are basically saying you want the gated powers without having to give anything up to get it. That's a hard no from me. I'm not a dev, but I doubt they would agree to that either.
  3. no those sets do not include the powers you say they do It doesn't? Ice Control: Cone of Cold via Cold Snap: 60 feet range, 60 feet radius, 135 degree arc: https://cod.uberguy.net/html/power.html?power=dominator_control.ice_control.shiver&at=dominator (Add Ice Mistrals Torment's cold damage proc and Impeded Swiftness' smashing damage proc, and now you have a damaging cone of cold.) Ice Bonds via: Block of Ice (starting hold): https://cod.uberguy.net/html/power.html?power=dominator_control.ice_control.block_of_ice&at=dominator Chilblain (starting immob): https://cod.uberguy.net/html/power.html?power=dominator_control.ice_control.chilblain&at=dominator Flash Freeze (TAoE damaging sleep): https://cod.uberguy.net/html/power.html?power=dominator_control.ice_control.flash_freeze&at=dominator Glacier (another hold): https://cod.uberguy.net/html/power.html?power=dominator_control.ice_control.glacier&at=dominator Mass Invisibility via Arctic Air (Stealth effect): https://cod.uberguy.net/html/power.html?power=dominator_control.ice_control.arctic_air&at=dominator Cloud of Confusion via Arctic Air: https://cod.uberguy.net/html/power.html?power=dominator_control.ice_control.arctic_air&at=dominator Summons via Jack Frost: https://cod.uberguy.net/html/power.html?power=dominator_control.ice_control.jack_frost&at=dominator Electricity Assault: Lightningbolt via: Lightningbolt: https://cod.uberguy.net/html/power.html?power=dominator_assault.electricity_manipulation.lightning_field&at=dominator Zapp: https://cod.uberguy.net/html/power.html?power=dominator_assault.electricity_manipulation.lightning_clap&at=dominator Summons via Voltaic Sentinel: https://cod.uberguy.net/html/power.html?power=dominator_assault.electricity_manipulation.shocking_grasp&at=dominator Fire Mastery: Fireball via Fireball: https://cod.uberguy.net/html/power.html?power=epic.fire_mastery_dominator.fire_ball&at=dominator Sorcery: Magic Missile via Arcane Bolt: https://cod.uberguy.net/html/power.html?power=pool.sorcery.arcane_bolt&at=dominator Magic Flight via Mystic Flight: https://cod.uberguy.net/html/power.html?power=pool.sorcery.mystic_flight&at=dominator Teleport via Translocation (Mystic Flight): https://cod.uberguy.net/html/power.html?power=pool.sorcery.translocation&at=dominator Magic Shields via: Spirit Ward (ally shield): https://cod.uberguy.net/html/power.html?power=pool.sorcery.spirit_ward&at=dominator Rune of Protection (self shield): https://cod.uberguy.net/html/power.html?power=pool.sorcery.rune_of_protection&at=dominator Teleportation: Teleport via Teleport: https://cod.uberguy.net/html/power.html?power=pool.teleportation.teleport&at=dominator Dimension Door/Blink via Combat Teleport: https://cod.uberguy.net/html/power.html?power=pool.teleportation.teleport_foe&at=dominator Teleport Ally via Teleport Target: https://cod.uberguy.net/html/power.html?power=pool.teleportation.recall_friend&at=dominator High level enemy teleport via Teleport Target: https://cod.uberguy.net/html/power.html?power=pool.teleportation.recall_friend&at=dominator Mass Teleport via Fold Space: https://cod.uberguy.net/html/power.html?power=pool.teleportation.long_range_teleport&at=dominator Mass Teleport via Teleport Team: https://cod.uberguy.net/html/power.html?power=pool.teleportation.team_teleport&at=dominator So please enlighten me as to what I said was in those power sets that are not in those power sets.
  4. I very much agree with this. While most of my characters will hit up as many contacts as possible, there are specific story arcs I avoid because they make no sense for that character to do. And just seeing the start mission for a story arc on that contact's mission list, not even selecting it for anything, just it being listed there at all, means now I have that story active on a character that will not be doing the story. And like @srmalloy said, since we can't get rid of it except by doing it, that is an available story arc slot gone until we decide to just do the arc despite not wanting our character to be involved in it.
  5. Have you tried @Saiyajinzoningen's suggestion? Maybe an Ice Control/Electricity Assault/Fire Mastery Dominator? As already pointed out, it has your desired lightning bolt (plus a longer ranged lightningbolt that does more damage in the form of Zapp) and fireball. It also has your desired summons (Jack Frost and Voltaic Sentinel), it has your controls, and while it lacks a damaging cone of cold attack, it does have a cone of cold effect in the form of Cold Snap (add Ice Mistral's Torment and Impeded Siwftness procs for the damaging version of this cone of cold), an ice bonds effect (Chilblain, Block of Ice, Flash Freeze, and Glacier), and adds in the wizard's mass invisibility ability (Arctic Air). Then with the Sorcery pool you pick up magical flight, magic missile, and a magic shield (one for you and another for allies). Throw in the Teleport pool, and all your requests for what constitutes a wizard are met.
  6. Hover grants very slow fly and +1.75% defense at 0.195 END/sec. https://cod.uberguy.net/html/power.html?power=pool.flight.combat_flight&at=blaster (The very slow fly was the price we paid for having such great flight controls with the power. Then we were made able to use both Fly and Hover to enjoy the benefits of both at the same time which really boosted the utility of Hover. I personally think that was a mistake, but here we are. And players enjoy it, so all I can do is throw my hands up and use the powers combined as well. At least you still have to have both powers to enjoy those benefits.) Combat Jumping grants improved jumping ability, Mag 8.3 immobilization protection, and +1.75% defense at 0.065 END/sec. https://cod.uberguy.net/html/power.html?power=pool.leaping.combat_jumping&at=blaster (It's a bit overpowered for its cost, in my opinion. Especially since I keep hearing other players being told to take Combat Jumping because it is basically free defense. [Hello, Holy Quad.] Even when I listen to Broadcast or Help and I see chat about a player contemplating taking Hover, and is immediately pounced upon to instead take Combat Jumping because it is so exceedingly cheap to use. That's just me though.) Weave grants +48.44% immobilization resistance and +3.5% defense at 0.325 END/sec. https://cod.uberguy.net/html/power.html?power=pool.fighting.weave&at=blaster That extra 0.125 END/sec for another +1.75% defense? Is nothing at all. (Especially considering how easy it is to make a character that can run 9 (10?) toggles at once, including both Fighting pool toggles, all three Leadership pool toggles, Combat Jumping, Hover, and all the armors available to Scrappers, Stalkers, Tankers, and Brutes; while still being able to maintain a constant barrage of attacks, without even dipping into any incarnate abilities at all. [I can say this because I've built multiple such characters. God mode anyone?]) And that doesn't address Tough which would also need to be nerfed since it would be losing its prerequisite too.
  7. Quick examples using corruptor values: World of Confusion activates once every 4 seconds and has a cost of 1.3 endurance. 1.3/4=0.325 Steamy Mist activates once every 0.5 seconds and has a cost of 0.26 endurance. 0.26/0.5=0.52 Maneuvers activates once every 2 seconds and has a cost of 0.78 endurance. 0.78/2=0.39 Telekinesis activates once every 0.5 seconds and has a cost of 1.95 endurance. 1.95/0.5=3.9 Every toggle in the game is just a power that the engine automatically reactivates at set intervals (the activation period). So is every auto power. And the what we refer to as "endurance per second" is a simple algebraic translation of the two values, X (real endurance cost) divided by Y (activation period). There is no development rule which states, "for every X activation period, Y endurance must be paid", so there's no direct correlation between activation period and endurance cost. Both are determined by the person or people designing the power, what the power is intended to do, how the power needs to function... and, sometimes, arbitrarily imposed limitations or relaxations of rules. Most toggles are intended to be used, though, so their endurance cost is firmly within the realm of manageability. In the few cases of toggles which aren't intended to be always active, restrictions are applied. Sometimes that means "The game's going to shut this off after a set amount of time, period, end of discussion, bye-bye now", and other times it means, "Word, dawg, this joint's gonna cost ya a WHOLE FUCKIN' LOT o' juice and ya ain't gonna be able to keep the motor runnin'. Tell ya momma I said 'WASSUP!'". That was great! Another instance where I wish we had a combined laugh + thumbs up emoji! 😆
  8. If Tough is switched with Kick/Boxing, then it needs to be reduced to make up for no longer having a prereq. How much? Don't know. Weave grants double the defense of Hover and Combat Jumping, and it grants +48.44% immobilization resistance. As a power currently requiring two other picks to unlock. Tough/Weave are not necessary for any build. At all. Every AT has its means of surviving the game. Without the Fighting pool. The fact that there are players that chase the Holy Quad does not make it necessary.
  9. It's the difference between Weave and Hover/Combat Jumping.
  10. Are you willing to lose half their bonus in order to be made more accessible?
  11. Not that I agree with you, because I don't, but what would you suggest for the Fighting pool that doesn't step on the Leadership pool, the Medicine pool, or any other pool? Especially since the theme of the Fighting pool, since that is what you are focused on, and I agree should be the focus, is the character's ability to fight. (Edit: Also, since the Fighting pool was apparently intended for ATs like Controllers that lack any melee attacks and defense/resist powers that I can remember. I don't play Controllers, so my memory on the AT is hazy at best.)
  12. Probably is. Every time one of my Brutes gets shut down by a Sapper, the toggles I lose are always different even on the same character.
  13. I never even noticed the END bar doing that.... 😲
  14. You can't really compare travel pools to non-travel pools. And all three pools you cited, are travel pools.
  15. I also think of a blowtorch when something smaller than the flame is inserted into the flame. (Edit: Or when the flame hits an object that isn't flat, or when it is angled to flow between objects, and so on.) The flame burns it as it passes around to reach its full length. We're obviously just going to disagree on this.
  16. This is where we disagree. While some players may skip their T1 and/or 2 attacks doesn't mean the baseline for comparison for pool powers is the T3. Bringing pool power attacks with no prerequisites up to par with primary/secondary pool T1/2 attacks should be more than enough for parity. Like you acknowledged earlier, pool power attacks are meant to be inferior in some way to primary/secondary attacks. I'm fine with closing the gap for some powers. Not with boosting them to match T3s though. Though I should point, from what this thread is focused on, when the Fighting Pool's attacks are all taken, their synergy does make them superior to several primary/secondary attacks. It's not the devs' fault that players refuse to invest in them to fully utilize them.
  17. Okay, you said TAoE, not just radius. My mistake. Except it also doesn't make sense for a fire breath attack to be a TAoE either. Not unless it worked weird and was a cone attack with a TAoE at the end of it. (Edit: Though I might be okay with it having an increased target cap with a slightly longer cone....)
  18. And then we get players complaining about Breath of Fire being in the Ancillary Pool. Breath of Fire makes no sense as a PBAoE attack. If players don't like the power though? This is a suggestion forum. Suggest some tweaks that doesn't completely change the power or take away a power other players use regardless of whether they are a majority or minority of the number of people using the power set.
  19. T1 attack? Okay. T2 attack? ... maybe.... T3 attacks? Too strong for a pool attack. (Edit: At least for a pool attack that lacks prerequisites of its own.)
  20. Good attempt to straw man me, try again. How about if instead of dismissing people's comments because you don't like the comments, you try justifying the suggestion you support? Posts giving reasons why the OP either cannot or should not be done have been given or linked. Maybe try giving reasons why you think it should be done anyway? Why do you think the devs should invest the time it would take to completely overhaul the game's combat mechanics to accommodate this suggestion and why you think a power set that apparently everyone thinks is the best of the best needs the extra boost?
  21. Blazing Blast has both a repel effect and a KB effect. The repel effect lasts for 0.61 seconds, after which the KB triggers. As for KB enhancements on repel effects? To the best of my knowledge, they don't affect repel effects. They shouldn't even be affected by the KB to KD procs.
  22. My personal approach to that, is that the available missions from a contact are that contact's missions or content, whereas the story arc, if the contact even has one, is the arc. Just like I'll call a defeat all a kill all, it is shorter but just as valid to me. Not saying you're wrong. I appreciate the explanation. Just giving my take on the terminology.
  23. I have a /Cold Domination Corruptor. And just the 1 cold dom' character. (Edit again: That character does have Frostwork, but that is because I needed powers to fill out the character.) I won't make any more because 3 of the powers are ally only and I have no MM character concepts that would use it at this time. (Still better than Thermal Radiation which I won't make even 1 character of.) When a full third of the powers in a set are ones I can't routinely use, I am disinclined to use it. (Edit: And I can relatively routinely find uses for most any power in a power set.) Bear in mind, I am by no means saying that Cold Domination sucks, or is in need of buffing, or is in need of power changes, or anything else like that. I am just saying that me, and only me, as a soloist, find the set unappealing because 3 of the 4 buffs in the set can't be used by me while playing solo. (Edit: Hence the "soloists like me" part of the post.) (Edit again: I am well aware that some sets are designed to be team-centric. I'm fine with that. More power to those players that use those sets.)
  24. Good question, but even if it does not auto-apply to existing characters, since it would be set as your new default, then just clicking load default should load it. I think.
  25. Wait, a reason for soloists like me to want to take cold dom'?! Be still my shriveled, charred cardio-pump!
×
×
  • Create New...