_Ail_

Super-Powered
  • Posts

    440
  • Joined

  1. Quote:
    Originally Posted by Chocolate_Bacon View Post
    I don't think you need to search for justification regarding sonic healing people while we accept without question that SETTING PEOPLE ON FIRE or irradiating them somehow heals their wounds, protects them from injury, or even brings them back from the brink of death.

    http://en.wikipedia.org/wiki/Cauterization

    Everyone knows setting people on fire makes them better. Where did you go to school?

    (Note: For the dense, yes I am joking.)

    I think sonic ought to do more -res since that it supposed to be what it is best at.
  2. Late to the game, but here is my non-purple build. It has soft-capped ranged and smashing/lethal, which handles most situations. I think you might as well take both of fistful and explosive, since AOEs are what a TA/A is about. I often take entangled instead of flash but ended out with flash this time around. Poison gas arrow has never been a biggie for me--there is only so much of a buff cycle you want to go through before attacking, and my build has plenty of defense. I can certainly understand if people like it though. To be honest, my view of it is still probably colored by how sucky it was pre-buff several years ago. Ignore the order powers were chosen in...the character has been a 50 for many years now and I don't even recall whatever obsolete original leveling build I might have used.


    Edit: Should probably have anti-kb in fly since fly speed already maxed but have not gotten around to replacing things.


    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Pixy: Level 50 Natural Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Archery
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Flash Arrow -- DisWord-ToHitDeb(A), DisWord-ToHitDeb/Rchg(3), DisWord-ToHitDeb/Rchg/EndRdx(3)
    Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9)
    Level 2: Glue Arrow -- RechRdx-I(A)
    Level 4: Aimed Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
    Level 6: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel(17), Zephyr-Travel/EndRdx(17)
    Level 8: Fistful of Arrows -- HO:Centri(A), HO:Centri(19), HO:Centri(19), Acc-I(21)
    Level 10: Blazing Arrow -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(29)
    Level 16: Acid Arrow -- Acc-I(A)
    Level 18: Disruption Arrow -- RechRdx-I(A)
    Level 20: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
    Level 22: Assault -- EndRdx-I(A), EndRdx-I(36)
    Level 24: Aim -- RechRdx-I(A), RechRdx-I(50)
    Level 26: Oil Slick Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(34)
    Level 28: Boxing -- Acc-I(A)
    Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
    Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(37)
    Level 35: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(39), Lock-Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(40), Lock-%Hold(40)
    Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42)
    Level 41: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(45)
    Level 44: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 47: Ice Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 50: Spiritual Total Core Revamp
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(9), P'Shift-End%(11)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1383;656;1312;HEX;|
    |78DA65945B6F12511485CFC020722F851628ADA540CBA5ED00B1EFA6B69A684A43D|
    |47732A15320122003C4F6CDDFE025F5D68BFAA6BE79FB2FFA1BBCBC787D69377B9D|
    |521402E79B59679F7DD63A99A1B8B3EE16E2EE25A178D71A7AA7535E37B68DE6966|
    |1DA37F56ECFD41B6AA9BEB36B1742444E67CA977BDBDBDA2DB35EB95D5E35CDD69D|
    |D060E686DEAC1A5BDAAA59A919E6AEFF5A936034BBDAE985ABD46A35B4AB8D7AB5D|
    |675F2F5CDB6616CF9F872C3D0A947A7566F7B50D6AFAA37ABD12BED7A455B6B9966|
    |AFDD6D99E5A25E3168E874698B30195BA0DF7D8B909F638B7845370161790DBC613|
    |C3D2BB0897D4241A807C021E3DC11F09C71FE05E301AD52B04A288B2C3D23C92A1B|
    |59D1C889466E3472A391178DBC68E4A013B429F0679B50FAD2D8270BE333639F463|
    |BDA5AED2B04D52AC6FF63708A7B1D50A9433A70C041100E26E160120EC270108683|
    |38757749072E4499FA072E2AF0A0ADE281B76978DBA3D1274FC1070F8F48F24BC98|
    |FF57E5A1FC006B68093234EBB1817DC8007F032623EC638AD9AC02A65628E1B2580|
    |43DA2224FD84B04501784C3311790091B72CC5DE01EF19731F808F005629B453545|
    |A8E228595A41929CD8494FE8D4AD2AC4C318B1409A44820451229924891448A27E4|
    |282E1DC57FF0A12DFC047E01BF19A93FC05FC64B1AE7B14A9D478E1472649023831|
    |C19E438A2F2B42C4FA33C8BF22CCAB3285F42799B9ED24599641149969064094996|
    |916419499691E4216DA2C9241A92E4902487243924292049014982746A797990793|
    |CDED3EAE085A32F7D447644C98F288511E5E288B232A26C8C289B7D05E18F4BEAD0|
    |4BCCB38EB1C13B7CFCC549B38A9C4DF0C97D1B96AED3454A7C1D96D25CF5FD4CB22|
    |831FC6BDCE3D370EE318A011AA58713C7BCE6C5|
    |-------------------------------------------------------------------|
  3. Quote:
    Originally Posted by Oathbound View Post
    It's not even just about Doms vs Controllers though, Mind Control's Levitate is for all intents and purposes identical to Gravity's Lift, but even on Controllers deals 1.32scale damage.

    Lift was changed for Dominators to deal the same damage as Levitate, there's no reason for it not to also deal the same damage as Levitate on Controllers. Lift got "fixed" for one AT, but left "broken" on another.
    But Levitate has a longer activation time than lift, right? So they aren't identical powers. Lift activates more quickly, making it do better DPA if they do the same damage. So I am not convinced by your argument.

    Lift was changed in the Dominator Archetype Revamp two years ago, and it is in this context that it was changed. It hardly seems guaranteed that the change will also proliferate to controllers.

    For example, Power Push was changed to a 1.64 damage scale attack in the Dominator Archetype Revamp. But are any of the other versions of Power Push doing that much damage? No, they aren't. This is hardly surprising since the change was made to balance dominators and was done inthe context of the dominator archetype revamp.

    Lift might get changed for controllers in some future issue for further balancing, just like Power Push might get changed in the blast sets, but it has been 2 years now and you really have to view the changes that were made as balance changes for dominators.
  4. Quote:
    Originally Posted by Alef_infinity View Post
    Oh, I agree that it only really need minor fixes, too. All the propositions about major shifts to the set, and I'd be happy with just a couple of animation time fixes (on Propel and Wormhole) and some power tweaks to Wormhole. Plus ST Dimension Shift or I suppose I can just skip it. Hell, even if they only fix Wormhole, it would make the set drastically more playable on my Grav/Storm controller. That's how little it would take.

    I just thought the damage increase to Lift would be nice. I guess I'm just too used to Levitate on Mind Control. Do you have a link or reference on it being done specifically for Dominators for that reasoning, by the way? I had assumed it was just an oversight.
    Thanks for keeping me honest. You are right, it is all speculation.

    http://boards.cityofheroes.com/showt...highlight=lift

    And the like is all I get. I looked again through Castle's various posts in threads around the time of the dominator revamp and he doesn't seem to have let himself get pinned down. Of course, new devs now anyway so I am not sure what a quote from him would have meant now regardless.

    You do get all of those "gravity is better for controllers" arguments that keep popping up though (like now in the controller forum) that conveniently forget that lift is better for dominators.

    I do think it is interesting though that people keep harping about how gimp gravity is and forget that as far as damage per activation time goes, lift is pretty awesome right now for dominators.

    Yeah, propel and dimension shift are lackluster/situational, but all of the older sets have the more throw away powers. Smoke and bonfire aren't all that great to many people, but that doesn't prevent fire control overall from being fine.

    As others have said, maybe just some slight tweaks to make wormhole better and everything should be fine (if it isn't already.)
  5. Quote:
    Originally Posted by Alef_infinity View Post
    Plus giving Controllers the damage fix that Dominator Lift got. =P
    But this was specifically done just for doms to counteract the "gravity is better for controllers" argument. It is funny that people still make the argument though and seemingly have completely forgotten about the lift fix. "The grass is always greener on the other side," and human psychology is more at play than anything else here I think with all of the complaints.

    I honestly think many people who complain about gravity just don't really play the set or want it to be another fire control or something. It really only needs very minor fixes to be absolutely competitive.
  6. End game, dominators really come into their own now. There is enough incarnate content where you fight a field of bosses, where the AOE hold of a controller is just useless. The AOE hold of a dominator is very useful: you can sling it out on that field of purple bosses and hold them for a bit, where if you were a controller you might as well be looking at your navel if you cast it.

    This is why I am not sure about everyone saying gravity control is so much better blah-blah-blah for controllers. Sure, propel is better for controllers and not that hot for dominators BUT gravity distortion field is great for doms (and lets be honest--you took it anyway because you only need to 4-slot it to get 7.5% recharge) and not that hot for controllers. Sure the "up every spawn in a fast team" wormhole is still the go-to power, but it is nice to have a reliable backup as well.

    And lift is still good for a dom. 69.7 base on a 1.09 cast timer? This is better than pretty much all of the dominator tier 1 blasts, and should be used to fill out your complete attack chain of lift--medium blast--heavy blast.

    I am more with others who say that in early game controller primaries win out but late game dominator primaries universally win out. Late game it is the secondaries as much as anything for why you want a controller and why a typical team would probably prefer a controller.
  7. Quote:
    Originally Posted by JayboH View Post
    Problem is Melt Armor takes too long to recharge IMO - same with Liquify on Sonic Resonance and Heat Loss on Cold Domination.
    150 s recharge 40 s duration isn't that bad. This should be up most of the time pretty easily in high-recharge end game builds. I agree that in levelling up though, it might take a while. Luckily it is tier 9 though, so when you get it the end should be in sight.
  8. _Ail_

    Feeling lost

    Quote:
    Originally Posted by ClawsandEffect View Post
    For the OP, the ultimate character is a Plant/Psi dominator, while I have never gotten a dominator of any kind past level 26.
    They really get quite a bit stronger. I would recommend sticking it out. I realize you already knew this already and were just empathizing with the OP.

    To the OP, I think you should focus on the IDEA of the character. If the idea/concept is cool, pretty much everything else is irrelevant. I think all of us play these games at least partially because we are just entranced with superheroes and/or the idea of having superpowers. So just come up with some novel take on things that you personally are excited about. If you are excited about the concept, you can weather the inevitable buff/nerf cycles because you like the CHARACTER not the MECHANICS of the character.
  9. Blizzard is awesome and does awesome damage but I understand not liking the end crash. I think that is a matter of taste.

    Dark Epic Mastery is okayish for Ta/Ice because of the point blank nature of it. I think it is a real shame to have all of those ranged abilities and not hoverblast. I did take dark for a while myself, by the way, but ultimately decided it didn't play to TAs strengths.
  10. As far as guides go, check the sticky in the corruptor forum because there should be some guides there that you can adapt.

    Must have powers are, in my opinion:
    FFG
    Acid Mortar
    Trip Mines
    Poison Trap

    Nice to have powers are:
    Seeker Drones
    Caltrops

    Occasionally useful powers are:
    Web grenade
    Triage beacon

    Only take if you have slots to burn:
    Timb bomb

    Stealth is tremendously useful to a trapster.

    Best of luck! High defense is a must. You should have probably scorp shield and aim for soft capped smashing/lethal as well as any other defense you can conveniently soft cap.
  11. Quote:
    Originally Posted by Deathstroke33 View Post
    [I've already played] 50 fire/shield tank, Ill/rad troller, kin/wp scrap, Elec/Shield brute, Kin/elec def, and a 50 fire/fire tank.

    I'm thinking about maybe a dom or defender, but I'm open to any suggestions.
    I think your gut feeling is accurate here in wanting a dom or defender. Both of these will have play styles that are not "tap 1,2,3,1,3,2,3 while having your shields on all of the time" and should help you liven things up.

    For a dom, almost anything you choose is going to be new because Ill isn't on them yet. I would strongly encourage you to check out
    http://boards.cityofheroes.com/showthread.php?t=236428
    since it is still pretty accurate and amazingly comprehensive.

    For a defender, you can try a traps character as has been suggested in this thread. Another thing you might try is storm, which has a lot of fun, cool effects that are dramatic and interesting. For secondary, /sonic is really good for defenders because of the extra -res (-20%, compared to a corruptors -15%) in the blasts.

    Best of luck!
  12. _Ail_

    AV/GM killer!

    Quote:
    Originally Posted by Verene View Post
    dark is fine, has -resist, -regen, -damage and tons of to-hit debuff. no -defense shouldn't be a problem for a well built toon. i'd leave TA off the list, since it has no -regen without envenomed dagger and since lolTA. i wouldn't try it with therm either really. i'm sure it could do it but meh.
    TA has -regen in EMP Arrow, but that does -recov and has a long recharge time.
  13. _Ail_

    Quick Powerset

    Quote:
    Originally Posted by Vexen777 View Post
    Actually, I would not like to limit it to melee. But I am terrible at controls
    Just pretend you are a blaster and occasionally throw out an AOE stun or hold.
  14. _Ail_

    Quick Powerset

    If you didn't just want melee sets, you could try to go for a permadom character.

    The massive +recharge you have to get in order to get permadom has as a side effect that your attacks recharge very quickly, almost no matter what assault set you are using. Also, the endurance recovery whenever domination comes up means you tend not to run out of endurance.
  15. Quote:
    Originally Posted by SinisterDirge View Post
    Dude, just because it is possible to farm with a build, does not make it a farmer. Much like the toon the OP gave in his post of a fire/kin troller.
    I am sorry if I was too grouchy. As far as I can tell the OP was asking for one of:

    (1) A way to make traditional farming builds more durable. This seems to be the most likely possibility because he wants something "that can take on a spawn/alpha, and put up nice AoE numbers, but also have survivability for tougher content". He also then proceeds to name a veritable laundry list of popular farming builds that he is thinking of. If this is the case, I think he probably should have just asked for ways to make farming builds more durable since that is what he seemingly wants rather than something that is "not a farming build".

    (2) He genuinely thinks the AT combinations he is listing are not farming builds and that his desire for "Big orange AoE numbers" and "take on a spawn/alpha, and put up nice AoE numbers" are not something that virtually every farming build goes for. In this case, I was merely pointing out that he was misguided and that the builds he was mentioning wanting were apparently just durable farming builds. I then tried to point out a couple of interesting non-farming builds (or ideas for them) if he actually wanted to take that step.

    I hope he has success finding whatever sort of build he wants and would be happy to offer more opinions about fun builds along with everyone else.
  16. The problem with most of the builds suggested is that they ARE farming builds...Fire/Kin, SS/Fire....Give me a break! I think some people in this thread are in denial. You are naming quintessential farming builds. That you want a tough farming build means apparently you just want to farm more difficult content, but don't kid yourselves.

    I think some of the blaster suggestions in this thread might be fun, as they are atypical and there is a little risk even if you are relatively IOd out. Another thing might be a /sonic defender of some sort. Or you could choose a typical farming AT like tank, but choose an atypical one like Ice/Ice/Ice, which does have lots of AOEs.

    Best of luck and I hope you find something you enjoy.
  17. Quote:
    Originally Posted by Talen Lee View Post
    That's right. We just don't get you.
    I'm sorry if I was sounding too strident.

    It is just that one of the really nice things aboout CoX is the diversity among character builds. I think it compares very favorably to, for example, CO where in my opinion (have not done the free-to-play there so this might have changed things) there were really essentially only about 3 builds despite all of the supposed variety the system offered. CoX has genuine diversity in builds and powers, and that is nice. I don't want a "fix" to gravity to fix it by making it a clone of fire control, for example, where the only essential difference is that you have 1 pet in singy instead of 3.
  18. Quote:
    Originally Posted by Chairman Moth View Post
    The OP mentioned they were thinking of taking the Psionic Mastery APP at a later level, and after briefly looking over some of the powers it definitely seems like a slightly more control-focused APP. How dramatic an improvement in control would taking a power like "World of Confusion" be?
    It's radius is only 8 and it is just mag 2, but you might like it.
  19. Quote:
    Originally Posted by Snowzone View Post
    "Creates a localized gravitational field strong enough to Immobilize a single target. Crush can also bring down flying entities."
    ...
    Yet you can still throw them around? ... To me that doesn't make any sense.
    ...
    I like Gravity. ... I just wish it was better and more unique.
    ...
    I have a Gravity/Energy Dominator stuck around level 30 because it feels so helpless with only one semi-reliable hard control that's up relatively often.
    The flavor text doesn't make sense on a lot of powers. It can all easily be explained by more pseudo-science though so I think it is irrelevant...It creates a localized gravitational field strong enough to counteract the movement of a specific target. It's localized nature means it is strong enough completely to negate voluntary movement for that target, while still leaving them at the whim of gravity in general, so that they can fly off while still being unable to move themselves. That is, the localized gravitational force just makes them unable to move their own legs but they are still the b**ch of everyone else.

    The important things is that immobs that do not apply KB resist DO have a point in the game with ice slicks and KB powers etc. For someone who want to make gravity "more unique", why on earth are you trying to make its immobs identical to all of the other control set ones?

    As far as Grav/NRG, see my list of chars below. I think you just have to enjoy the knockback when you play the set. If you don't, it is probably not for you. The flip side of this though is that your list of changes is very likely to annoy people who chose gravity for precisely the reason that it was different.

    (Edit: For the record, I leveled Luck years ago without any AE and just by playing through normal missions in normal teams. Luck was not power leveled at all, even for half a level or whatever. I did solo 45-50 though doing Warburg missions on the hardest difficulty, because that seemed like the easiest xp at the time, but there was a fair amount of normal team play in the character.)
  20. Quote:
    Originally Posted by Snowzone View Post
    Crush - The same except has resistance to knockback and knockup.
    Lift - The same.
    Crushing Field - Location AoE immobilise and slow, staying true to its "Field" name. The field effect would look like a larger version of the Crush effect. Has resistance to knockback and knockup.
    You can't add KB resist to gravities immobilizes now. What about Grav/Storm or Grav/TA controllers who are counting on freezing rain or oil slick to make things get knocked up while also immob'd under crushing field. What about Grav/ dominators who team with a brute with foot stomp? It is too drastic of a change. If you don't like it, don't play Grav/ doms. Some people like them the way they are.

    About the only change suggested in this thread that I could get behind would be the increased target #s and decreased animation time for wormhole, or also adding an AOE effect to propel. Most of the other suggestions just change the set too drastically.

    Honestly, if you want a cookie-cutter control set, play one of the other ones...
  21. _Ail_

    Ice/Traps corr

    BiB broken was a pvp comment not pve.

    I would echo other recommendations to get scorp shield and soft cap S/L def even when you have no ffg. Then ffg is just a bonus for difficult incarnate content or whatever--or for when the damage type does not have a S/L component.

    High def is very important for a trapster because you want to toe-bomb trip mines.

    And yes, don't slot acid mortar for damage.
  22. Definitely very impressive ranged defense, even after you half what stealth is providing to account for actual defense while attacking.

    My only quibbles are:

    (1) Fistful of arrows could use more ranged in it. You basically have 1/2 of a ranged enhancer in it, increasing its range to 46.4. This is still going to be pretty frustrating for an "all ranged" hoverblaster build. Another lvl 50 IOs worth of range would bring it to 56.5, which would be significantly less awkward in my opinion and let you cover more area. Optimally, I like to stick enough ranged in fistful so that it can easily cover almost the area on the ground that an oil slick would make, and the greater coverage also has better synergy with disruption and rain of arrows.

    (2) Oil slick has too little recharge. Again (discounting hasten and global bonuses) it is only slotted for 1/2 of a recharge. Life is dramatically so much better with oil slick that I don't know why you are gimping it so much. Add at least another lvl 50 IO to it I think.

    (3) You can take the extra slots from the endrdx slots for disruption and acid, I think. I don't find TA/A to be terribly endurance intensive, unless of course you have just done an EMP arrow.

    Overall, very nice.
  23. _Ail_

    Traps Time Bomb

    Quote:
    Originally Posted by Primantiss View Post
    Doesn't mean they cant fix it within the constraints of the "Cottage Rule".

    For instance, giving us direct control of when it explodes would do wonders for it (as well as cutting down the cast time, or make it non-interruptable).

    Maybe treat it like OSA, it explodes when we attack it with any damage power.

    Or have it function similar to Omega Maneuver, that Crabs get.
    The main thing it needs is just faster recharge, to be honest, and that is well within the cottage rule guidelines.

    Trip mine has a base recharge of 20 secs (which can obviously be considerably reduced by various means) but time bomb has a base recharge of 360 secs (which is going to be long even if you have a lot of +recharge.) When you also factor in that in most situations, you could just lay a couple of extra trip mines and perfectly make up for a lost time bomb, the power becomes utterly pointless.
  24. _Ail_

    Traps Time Bomb

    Quote:
    Originally Posted by Laevateinn View Post
    Time Bomb is a trap. Like the 1 Emp merit > 1 Astral merit conversion, or the inspirations sold by the reward merit vendor. Its purpose is to con inexperienced build-makers into spending slots, IOs (and later, respecs) on it.
    lol. Very funny!

    Yeah, time bomb is pointless. You are better off just laying a couple extra trip mines in almost any situation where you might have used it. You can think up some small exceptions, but they start really straining the boundaries of credulity.

    Traps as a whole though is a very powerful set, so I don't think it is a big deal. Just look at it as a way to fit another pool power in that you really liked.
  25. Quote:
    Originally Posted by Memphis_Bill View Post
    Honestly - and this is a general statement - it feels like so many people just want to homogenize everything with threads like this. Give us all sets that are 99% the same in values and effects, just with different effects. Blah. Boring.
    I agree. People can go to Champions Online if they want a game where you get all of your essential powers by level 20-ish and then proceed to get various homogeneous buffs to round out your character.

    Having actual different builds and different styles is one of the appealing things about CoX. It keeps you playing.

    The sets mentioned in this thread probably do need some buffs, but I really fear what some of the suggestions would turn them into. An exaggeration but: TA becomes heal arrow, poison gas arrow (with extra effects), accelerate teammates arrow, disruption arrow (with extra effects), resurrecting arrow, glue arrow (with extra effects), quiver of choking dust, avenge teammate arrow, EMP arrow. There we go perfectly balanced.