_Spirit

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  1. I should be free whenever, and I'm good both servers.
  2. [ QUOTE ]
    Hello im currently a fire/kin controller , im just wondering what enhancements i should put in my powers?
    accuracy and damage maybe?

    [/ QUOTE ]
    _Spirit's Guide to Fire/Kin
    Just look at my descriptions of powers and slotting.

    Enjoy your Fire/Kin controller, they're great
  3. I'd say must haves are Acid Mortar, FFG, Poison trap and trip mine. I think having everyone take leadership could work out well, would let us forgo acc enhs for a start (Unless/Until we play seperatly.) Maneuvers won't be needed, 8 FFGens will get us to the def cap unslotted easily, or less than that.

    Or are enforced rules bad?
  4. I'll join! Robots/Traps for me I think!
  5. _Spirit

    A Magic team?

    I just did breakout on Anarchist's Torch. (Rad/Dark corr )

    7pm at Arbiter?
  6. [ QUOTE ]
    so Fire/Kin would probably do best! (plus it also has great pulling abilities!) not to mention you wont need stamina

    [/ QUOTE ]
    Won't need stamina?



    I don't know what kind of fire/kin you play... but mine has things such as hot feet. Too hectic IMO to rely on transference.
  7. _Spirit

    A Magic team?

    Okay, I'll think up a character to make.
  8. [ QUOTE ]
    [ QUOTE ]


    Look at all these Fulcrum Shifts

    It was great, i liked it and i would like to do one!

    [/ QUOTE ]
    Same, but my highest level corruptor is level 4...
    Anyone interested in a new regular all corr team?

    [/ QUOTE ]
    I tried one ages ago, but failed. 'Cos I suck at organisation. Go ahead though, I'm in!
  9. [ QUOTE ]
    [ QUOTE ]
    Arch is right.

    Also dying lots on a Controller is silly!

    [/ QUOTE ]

    Yes. Dying on the trollers you guys mentioned, fire rad, fire kin, ill rad. Thats just silly, you dont die unless you [censored] up and that should be rarely.

    [/ QUOTE ]
    Yeah. I've died once or twice on my fire/kin soloing big spawns, mainly if a hit from another mob mezzes me.
    Mez --> Troller goes down --> d00m -->*Blank* --> Profit.

    Sorry, what was I talking about again?
  10. Each person can get down ALOT more than 5 trip mines. Something in the teens I thought.
  11. Long term I think it's between Ill/rad and fire/kin, Ill rad shining a bit earlier, but fire/kin taking the lead a little later (Though if you plan well, fire/kin can do a good build early). But Ill/rad will always have that potential, be more useful for AV fights and the like, and will be able a slightly more ST build.
    Fire/kin makes you think "More mobz plz".

    Plus, fire/kin is just fun
  12. _Spirit

    Stone Melee

    [ QUOTE ]
    Ok I have experienced the diabolical power (imo) that is Fault. I ain't really that bothered in being swayed into taking it either because Stalagmites will be far more handy for me later on from the epics if I really want a stun. The real point to this post is I really wanna know is Tremor anything like Fault because if it is I am not going to take it. I took Hurl Boulder which I have fallen in love with, dropping fliers and getting runners whilst Taunt is down. I am still trying to decide between epics (which I have on my troller and I do like different powers on different alts) or taking the Presence pool even tho I realise the fears aren't that long in duration they last longer than Faults stunability from what I have experienced.

    [/ QUOTE ]

    First off: Stalagmites is rubbish. Huuuge recharge, and it's only a % chance of stunning. Second, how's fault slotted? It's not That bad. From what I hear, Tremor is a good AoE attack.
  13. [ QUOTE ]
    [ QUOTE ]
    Archery does not do that great damage

    [/ QUOTE ]...before RoA.

    [/ QUOTE ]
    BUAHAHAHAHA!


    Rain of Arrows = Damage.
    Visa-versa.
  14. 8 man anything could work well/better if they're built to play together.

    I wouldn't join an 8 man blaster team for uberness, just for comedy value...
  15. _Spirit

    A Magic team?

    Building on the 7 Deadly sins idea, how about this:

    Long ago, some supernatural being (Or something), a manifestation of all sin was being combated by a powerful wizard. He then broke the manifestation in to 7 parts, and imprisoned each spirit/magic being/whatever in seperate, distant places. However, after thousands of years of imprisonment, they started to escape, and emerge into the modern mortal relm. However, being cursed/hexed or something(Dunno the correct term ) by the wizard so they cannot manifest together, they seek individual hosts to channel their power. So, they look for souls that best represent themselves. And where do they end up?
    The Zig.

    Good idea/Bad idea?
  16. _Spirit

    A Magic team?

    Be prepared for my amazingly thought out backstory:


    A wizard did it.



    Seriously though, I think a good one could involve either people who have studied the mystic arts for many years, and have decided to put them into practice for some cause?

    I'm not good at thinking up overall backstorys.
  17. _Spirit

    A Magic team?

    I'd be in for this, hero or villain, both sound cool
  18. [ QUOTE ]
    I don't remember the exact sets, but Knockback protection is definitely covered by Set Bonuses.

    [/ QUOTE ]
    It's not a set bonus. It's an enhancement. It's part of the steadfast protection set.
  19. _Spirit

    Themed RP group

    >.>

    <.<

    D'OH!
    >.<
  20. Gale's not that good. It disrupts AoEs most of the time, a ranged stun will, alot of the time, be much handier
  21. It's not the best thing for fire, no def to stack on. Stone would use it as overkill (Though maybe OK pre-granite?) Tbh the best use is on ice and invuln when you have lots to stack it with. I'd say there'd probably be someting better you can take.