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Frostweaver

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Everything posted by Frostweaver

  1. Except it doesn't improve your kill speed very much at all. Damage Procs on 16 cap aoe's are crap, regardless of their recharge. The only place where they really work out well is in auras, of which Ice has 2... and the auras gain no benefit from recharge reduction. Most tanker sets have 3 aoe's, and can possibly benefit from a fourth one. auras add potentially 1-3 damage procs each, ST attacks benefit the same but you have to leave a few open for 6 slotting sets. In the end, if you are capping your def/res, adding a couple of damage procs, you will definitely wind up with a complete ST chain and PROBABLY wind up with a nearly complete aoe chain...often with auras. Without Hasten. It doesn't speed up your kill speed at all, takes up a power and an extra slot, and costs you a big end burp every 2 minutes. Hasten is absolutely wonderful on sets with a nuke or with a LONG recharge important ability... I wouldn't even think of skipping it on most controllers, defenders, or even about half of the blasters, but on melees it is almost never necessary, or even particularly desirable. Ice Armor is definitely one of those sets. (ice melee, on the other hand, profits from hasten because of how many of it's attacks are not really attacks). It's a balancing act. Much more so than the fighting pool, which is profitable on almost every toon. And the people who state confidently that 'it's the most important power in the game' are utter fools.
  2. Yeah, but on something like Ice, Hoarfrost is a lot more important to your defensive structure... It's sort of the price you pay in survivability for having the best team protection and aggro control of any tanker. The same is true of a lot of the 'click to not get screwed' powers in defense sets. Yeah, my icer can do as much damage and be just as unkillable as any other tanker in the game, but I have to make a few build changes and optimizations OTHER tankers don't have to think about. Resist tankers are quite well-documented and the best tricks are well-known (except dark) to build... Us defense-heavy tankers need an entirely different set of building skills and habits that are less used and far less well-known... most of us have had to figure 90% of this stuff out the hard way. Of course, the fact that we have NO problems finding slots for LOTG procs makes hasten a LOT less of a neccessity... and MOST tanker primary sets have no problems finding a few slots for force feedback recharges also... slot even one of those in a commonly-used aoe and hasten is pretty much a useless expense. Man, now I am really wishing Tankers got /ea
  3. There's pretty much no reason Tanks shouldn't have /ea. They have Ice armor, which is very, very similar, and they have Shield defense, which is somewhat similar, and SR, which is nothing like it but still leads to some mean tanks. Tanks REALLY need EA so they can prove that they are as strong and Pretty as Brutes. WM/ICE is close, but just not the same.
  4. This is exactly what it looks like. a TW/WP scrapper with softcapped s/l. It also has softcapped f/c Lots of build compromises had to be made, not the greatest global -recharge, but it performs very well with a full attack chain anyway. Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Science Scrapper Primary Power Set: Titan Weapons Secondary Power Set: Willpower Power Pool: Fighting Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Body Mastery Hero Profile: Level 1: Crushing Blow -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg/EndRdx/Rchg(3), SprScrStr-Acc/Dmg(3), CrsImp-Acc/Dmg/Rchg(5), CrsImp-Dmg/EndRdx/Rchg(5), AchHee-ResDeb%(7) Level 1: High Pain Tolerance -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(7), UnbGrd-ResDam(9), UnbGrd-ResDam/EndRdx(9), UnbGrd-ResDam/EndRdx/Rchg(11) Level 2: Mind Over Body -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(11), UnbGrd-Rchg/ResDam(13), UnbGrd-ResDam/EndRdx/Rchg(13) Level 4: Fast Healing -- Heal-I(A), Heal-I(43) Level 6: Titan Sweep -- SprCrtStr-Rchg/+50% Crit(A), SprCrtStr-Acc/Dmg/EndRdx/Rchg(17), SprCrtStr-Dmg/EndRdx/Rchg(17), SprCrtStr-Acc/Dmg/Rchg(19), SprCrtStr-Dmg/Rchg(19), SprCrtStr-Acc/Dmg(21) Level 8: Follow Through -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(21), KntCmb-Dmg/Rchg(23), KntCmb-Dmg/EndRdx/Rchg(23) Level 10: Indomitable Will -- EndRdx-I(A), LucoftheG-Def/Rchg+(45) Level 12: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(29), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(48) Level 14: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(25), Ags-ResDam/EndRdx/Rchg(25), Ags-ResDam/Rchg(27), Ags-EndRdx/Rchg(27), GldArm-3defTpProc(29) Level 16: Rise to the Challenge -- RgnTss-Regen+(A) Level 18: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31) Level 20: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod/Acc(31), PrfShf-EndMod(33) Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), Rct-ResDam%(33), ShlWal-ResDam/Re TP(34) Level 24: Defensive Sweep -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Acc/Dmg/Rchg(34), SprAvl-Acc/Dmg(36), SprAvl-Acc/Dmg/EndRdx(50) Level 26: Build Momentum -- RechRdx-I(A), RechRdx-I(36) Level 28: Whirling Smash -- Arm-Dam%(A), Arm-Dmg/EndRdx(36), Arm-Acc/Rchg(37), Arm-Acc/Dmg/Rchg(37), Arm-Dmg/Rchg(37), FrcFdb-Rechg%(39) Level 30: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(39), BlsoftheZ-Travel(39) Level 32: Rend Armor -- AchHee-ResDeb%(A), KntCmb-Dmg/EndRdx(40), KntCmb-Acc/Dmg(40), KntCmb-Dmg/Rchg(40), KntCmb-Dmg/EndRdx/Rchg(42) Level 35: Arc of Destruction -- SprScrStr-Dmg/Rchg(A), SprScrStr-Acc/Dmg/Rchg(42), SprScrStr-Dmg/EndRdx/Rchg(42), FrcFdb-Rechg%(43) Level 38: Heightened Senses -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(50) Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(45) Level 44: Strength of Will -- Ags-Psi/Status(A), Ags-ResDam(46), Ags-ResDam/EndRdx(46), Ags-EndRdx/Rchg(46), Ags-ResDam/EndRdx/Rchg(48), Ags-ResDam/Rchg(48) Level 47: Physical Perfection -- PrfShf-End%(A) Level 49: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Critical Hit Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(15), Mrc-Rcvry+(50) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- EndMod-I(A), EndMod-I(15) Level 50: Ion Radial Final Judgement Level 50: Diamagnetic Radial Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Assault Radial Embodiment Level 1: Quick Form Level 1: Momentum Level 50: Cardiac Core Paragon Level 50: Ageless Core Epiphany ------------
  5. were you running at +4/8 with bosses on? And are you clearing the map or 'mostly' clearing it? 5:32 I won't contest, since I could see it if you are lucky with your helper and don't bother with the wanderers 4 minutes using inspirations, yes, again if you don't bother killing every single wanderer. Which I can concede because you might be able to get better inf gains that way 3 minutes? Rad/fire is the best, but I I haven't seen below a 3:30 average time except when someone is pulling one over by leaving a quarter of the map untouched or secretly turning off bosses/down difficulty. Or maybe using expensive P2W and super pack buffs. I can do 2:50, but to do It I have to blow almost 10 mil on temps, which kinda completely negates the point of farming in the first place. I do have a build that is designed specifically to NOT use inspirations (musculature, stacking buff assault instead of double hit, higher pure damage buffs) but I can barely pull 5 and a half on 'best runs', then again, I don't count the map cleared until every single thing on it is DEAD. Please excuse my skepticism.
  6. I am not surprised. You can level up anything with ease if you have the influence... or better yet, the farmer for dual-boxing. I am more interested in how much fun you are having with it NOW. I assume you use agility and ageless? were you able to get enough resistance in there to avoid instant oops?
  7. 9 super packs, use converters to change the ATO's to brute or blaster, sell the ATO's and a lot of the valuable 'junk' you get with the packs, like orange salvage, boosters, and catalysts. Use the merits to buy and sell converters, repeat until you can afford considerably better gear 🙂
  8. that sounds like an extremely expensive way to level.
  9. *sniff sniff* Is that Gasoline I smell? Nope, smells more like Bullsh*t.
  10. The medicine pool IS great 'in theory'. Trick arrow defenders and the occasional dom/controller can potentially get great use out of it, and I have seen it used on stalkers occasionally well too. But things that count on being in the center of the spawn... even if it cannot be interrupted it's usually a big waste of slots.
  11. Energy absorption is only important if you fight mobs that are higher level than you, are higher level than minions, or are incarnate and thus might hit you with higher than 'soft cap' chances to hit, or have any defense debuffs. If all you are fighting are blue or even-level s/l farm minions, and you don't mind slowing your attacks every time you run low on end or popping blues, by all means skip it. Or you could waste ageless debuff resistance on recovery instead. Permafrost gives you resistance to slow and -recharge effects as well as a bump in fire resistance.
  12. Keep telling yourself that. Lots of people have made the mistake of not recognizing a statistic until it is too late.
  13. play them both. They are both fun in very different ways. You have 1000 character slots.
  14. I think I am starting to join the 'sentinels are fine like they are' camp. Based on the performance of MY sentinels, and team performance fo ITF's and LGTF's at +4, sentinels seem to be adding MORE to team clear speeds than many other AT's...including scrappers and blasters. I am beginning to think that the problems are interlinked and come down to: 1. Perception. Sentinel contributions are HARD to easily quantify... between off-tanking, nasty debuffing, and some real AOE and fast nukes/damaging controls, they don't really have a role other than simply improving EVERY other part of a team. And they do this extremely well at nearly every level... but it's not easy to notice unless you are actually looking for it. And unlike most archetypes, their contributions are multiplicative, rather than simply additive. This is a similar problem to what the VEAT's faced, and it took literally YEARS for them to get over the perception and for people to start saying "Oooh! a soldier! I want him on my team!". As decent sentinels are built and played on teams, this perception is guaranteed to change... but sentinel builds are TOUGH. 2. Builds.. Builds for sentinels are much more challenging than almost ANY Other AT I have ever played. They depend vastly more on the slotting potential of the primary, but some secondaries that have seen limited use might provide some superior slotting options as time goes by... and having good sentinels with good builds is going to be critically important for allowing players to know what sentinels are actually worth to a team. For this reason, people might start moving away from the 'obvious' stuff like fire/ and more into builds with wonky special effects because the performance might simply be...better. Basically, I am REALLY staring think Sentinels might just need a perceptual change rather than a physical one.
  15. This is a build for a permadom WITHOUT Hasten. Yeah, I sacrifice a bit for permadom, but with mind you have so much stacking control that unless you are soloing AV's constantly you will never miss it. Power up makes for some brutal holds, with some, like mass confusion, lasting for over 2 minutes! I don't even use the 'weird' controls, I just have them arranged on the bar with the aoe and the single target version right in front of it. It is...a little harder to use specifically against Psychi AV's, but anything less abd you are sorta golden.
  16. Frostweaver

    Ice/Ice/?

    stock oranges and greens, then 🙂
  17. I said the standard by which other sets are measured, not the best 🙂 Invulnerability and super strength are standard-setters also, but they are not the best under every circumstance. Not frustrated, just not in agreement, and wanted to put that out there. I guess in a similar example, A lot of people consider Titan weapons to be the Ultimate set, but I have tried it dozens of times and just cannot tolerate it's foibles, so I hear you. The Saturday Night comment was simply meant to be a joke, please do not take it seriously. I too have over 30 years of constant computer wear and tear on my body so I totally hear you... CoH is not a youngster's game, most of us were fondly collecting comic books in the 80's and our Love for CoH extends from that... Which is probably why CoH was mismanaged near the end of it's life, the management teams didn't understand it's primarily Gen-X audience. I love Mind because I have always preferred melee toons... My primary is basically just there so I can rip through stuff with my secondary, and it replaces the big defense and resist I usually use. The fact that you have 3 full-on aoe controls, folllowed up by 3 single target controls that stack exactly the same controls for hard targets, means I can exploit my secondary to it's greatest damage potential... in a very real way, I sorta ignore my primary once I get what I want out of it. Maybe that's the secret to enjoying mind... It's not a control set, it's just a toolbench to keep you alive while you enjoy your secondary. And as toolbenches go, it has some excellent vices and an anvil and a perfect place to install a table saw.
  18. I was actually considering putting detonation on a gang war thug if it was possible 😛 If that's an option, it might actually be profitable. But from what I have seen it doesn't look possible. So det is only useful for pyro, who's gonna die in seconds anyway.
  19. Frostweaver

    Psi/Dark

    Not a bad idea. It's really about playstyle, I suppose... but I don't ever bother with a Damage proc IO in my AOE's. It's just that when you are adding decent sets for multi-attribute bonuses, I HATE just adding one. Although the 'extra' damage IO from Very rare sets that you 5 slotted elsewhere is a good option because it goes three quarters of the way at 50+5 to capping your damage all by itself.
  20. Frostweaver

    Psi/Dark

    Ugh, yeah, I just got that ST attack on my rad melee, and when you attack from hide they ALWAYS get an attack off FIRST when you unhide and are standing there with glowing fists. That is completely unacceptable even though you still get the crit, because I noticed that against Vampyri they are actually able to debuff your to-hit BEFORE the attacks go off... which made it almost useless as an opening alternative to AS. It goes off even if you are KB'd, so why would they get the debuff? It might even be a bug.
  21. Frostweaver

    Psi/Dark

    Have you considered putting 3 superior Guile (with as little recharge as possible) including the proc and a FF proc in there and the other three somplace else? following up an aoe with an ST crit seems like it would work out pretty well, and mass levitate's recharge makes it almost guaranteed. Follow up with 2 slotting fury of the Gladiator acc/end/dam/rech and acc/dam (to minimize recharge) and you are getting a whole lot of mitigation from 1 frankenslot. total recharge =15 seconds minus globals, which still gives you 40% chance to fire per mob. And, of course, splitting the set gives you a grand total of 10% s/l (or 5% melee) and 30% accuracy, which obviously means a whole lot easier slotting for proc monsters in stuff like GPB
  22. I cannot disagree more with this evaluation. Mind control is THE dominator set, sort of the standard by which all other sets are measured. WHY would you need extra damage in your control set as a dominator? you have an entire secondary devoted to nothing BUT damage. Plus you have THREE solid aoe controls that you can rotate for each spawn... yes, one of those is a sleep, but you are a dominator, not a controller... even against +4/8 content solo you can usually smash every thing in the spawn with ST attacks INCLUDING the bosses before it wears off. (We were running an all-dom 4 man team vs 4/8 ITF last night, and two-shotting +4 bosses was fun.) If that is not damage-focussed, then you need to reconsider what definition you are using for the term... controller sets need damage, damage sets on Dominators are often UNDERPERFORMING in comparison. Pets usually just interfere with your cleansing and control and exist solely to wreck sleeps and fears and soak up aggro on a dominator. Sure, it may not be AS useful on a steamrolling team, but steamroll teams are just a small part of the content, and they generally don't need any aggro/mob control anyway... just a couple of brutes with a couple of blasters behind them. That's not the sole focus of the game, and your secondary usually has more than enough damage to make you useful to the team even if your controls are less than stellar... I don't think there's a single dominator secondary that doesn't come with a brutal primary attack, decent aoe, and some sort of big damage snipe or debuff attack. having basically every sort of possible firm control in one primary is very new player friendly, if you want the new player to figure out how to play the game. What isn't new-player friendly are setts that make immobilizes out to be 'real' controls, or have controls that are so soft that a ton of content can utterly ignore them. Telling newbies to 'steer clear of' the most dominator-centric set in the game, and then simultaneously uptalking gravity and fire, sets which encourage stupid play just by their power order? Seriously? Please do not take this as a personal attack, @Tater Todd, I simply consider you UTTERLY off base with this evaluation. Usually I value your input, but your post read head-scratchingly like you were REALLY enjoying your Saturday night, only with better grammar.
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