Arbegla

Legend
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  1. Quote:
    Originally Posted by UberGuy View Post
    That he should have a full compliment of clones out after a reset is definitely not cool, and something I think people should /bug if they encounter.
    Yeah, he shouldn't aggro until you get to him, and he should stop summoning clones once you die. Only time i've done him after the patch is on my Archery/EM blaster, and frankly it was a minor speed bump. I lead with BU-Aim-RoA->blazing arrow then killed the clone he summoned, and finished poor trapdoor off before he could get another clone summoned, and before BU and Aim were back up.
  2. i went /thermal myself, and if i did my math correctly, all my demons will be rocking about 90% (or rather, capped) resistance to just about everything except psionic damage. 2 pet auras giving 20%, the ember demon giving about another 25- 30%, plus my thermal shields topping everyone off.

    between the high resistance values, and the double healing from me, and the ember demon, im pretty certain the demons will be pretty durable. Being able to perma forge, and have hell on earth up about every 4 or so minutes just makes things even more awesome. Lots of damaging, durable pets, and plenty for me to do while the demons wreck things.

    It'll play about the opposite of my bot/traps, which is a tankermind, but so far, hitting about level 23 its pretty awesome.
  3. Quote:
    Originally Posted by FrozenDeath View Post
    That is precisely what he did: butcher good ATs and powers. Heal decay and DR made support classes largely irrelevant in zone pvp. There is a more narrow range of FoTMs and escape powers like phase shift and hibernate are mandatory for the majority of builds. Splitting of these effects WAS a very good thing for the game as a whole, since the majority of the playerbase would ragequit if they were applied to pve.

    Castle didn't cave to whining. He also didn't listen to reasoned analysis. He disregarded active pvpers entirely to cater to a hypothetical might-be-interested-in-pvp playerbase that never materialized. I'm sure he did good things for this game. He was BAD for the part that I'm here to play.
    Don't forget travel suppression making Kins pretty much useless *as IR and SB helped the fast paced PvP* As well as redoing ALL attacks so that FLURRY was the hardest hitting attack in PvP period (no really, look it up, it even tops Total Focus on a blaster)

    Talk about screwing up the ATs.

    Now, he did do some good for PvE, Energize being changed, as well as the stalker changes (hide going back into effect after 8 seconds, AS not triggering aggro if it misses, etc) and the Dominator changes are all pretty good. (granted, it pissed up those who could double stack domination, but over all gave a MASSIVE buff to dominators) Can't forget the defiance 2.0 changes to blaster either, all pretty much spearheaded by Castle.
  4. Arbegla

    Super Strength

    Quote:
    Originally Posted by Dechs Kaison View Post
    Probably because brutes, the AT that would care about damage performance, are quite happy with the set's performance, even with the diluted effect Rage gives to brutes. They don't want to complain about it considering that any time the devs take to look at the set will probably result in a performance reduction.

    The tankers that complain about its presumed poor performance are the ones that have a deluded perspective and don't understand that the most survivable AT cannot also be the highest damage dealing AT. These unfortunate people are forever doomed to ask for things outside the realm of reasonable expectation. They do not see the sets over performance, and instead only compare Super Strength for tankers to similar damage dealing sets of scrappers.
    Quoted for Truth. Comparing Tankers to Scrappers is just awful. heck, even comparing brutes to scrappers can be off balancing. Tankers are in their own class, and until scrappers OR brutes get the base numbers a tanker does, neither of the 3 ATs should be complaining about any damage differences.

    Plus didn't they add the shaky screen thing to SS to make it feel more powerful awhile ago? And didn't they redo Rage so that tankers could actually be more useful during the crash? So it didn't trigger a Only Affecting Self status affect, and tankers could still hold aggro?
  5. Your better off with the -res proc in acid mortar (and as much recharge as possible) and damage procs in caltrops (and as much recharge as possible)
  6. Quote:
    Originally Posted by Dark_Impact View Post
    There really isn't much of a reason outside of theme. The -heal and -special that Whisper mentions really don't amount to much in any fight that it might matter in, thanks to the 85% resistance of AV/Heros. I've personally never come up with a character concept that included /traps that could keep me interested, and concept is important to me. For anybody that doesn't care about concept, I would never in a million years recommend /poison over /traps. There really is no comparison.

    Edit:

    I did think of one thing aside from concept:

    Seeing Statesman (full hero) bent over, clutching his stomach, and spewing pea soup thanks to noxious gas. And before anybody says "Wait a minute, that sounds pretty damned powerful to me!", it is short lived, and doesn't happen often enough to make a big difference. Plus NG is impossible to make permanent.
    Poison trap from /traps does the same thing to poor statesmen, and its actually permable.
  7. Didn't they add 2 arcs (one for each side) in this issue as well? And more tip missions?

    Aren't those non incarnate content?
  8. Quote:
    Originally Posted by Chaos Creator View Post
    I like math.

    I don't like broken procs screwing up my math.

    The Absolute Amazement Proc never fires in PvE.

    I know, which is why i didn't add it in the other numbers (the how much -def debuff can each build take) i just mentioned it cuz i do have it slotted, and am praying it gets fixed sometimes soon.
  9. Arbegla

    Super Strength

    Quote:
    Originally Posted by Hatred666 View Post
    I'm curious why Air Superiority from the flight pool fully slotted with Rage does more damage than Super Strength's Tier 2 attack fully slotted with Rage? Doesn't really seem right. Things such as this makes SS feel weak to me.

    Actually Air Superiority and Punch do the exact same amount of damage. So even with full fury and rage, they will still do the same damage. the differences lie in the endurance, cast times, secondary effects and recharge values of the powers.

    Air superiority costs 6.5 endurance, recharges in 4 seconds, takes 1.716 seconds to animate, has -fly, and a 100% chance for Knock up, and has no taunt component added

    Punch costs 5.2 endurance, recharges in 4 seconds, takes 1.452 seconds to animate, and has a 30% chance for knock up and has a taunt component.

    So Punch costs slightly less endurance, and animates just a hair faster, for the same damage.
  10. Quote:
    Originally Posted by warden_de_dios View Post
    My goal isn't to knock traps, but it's a distance third and tied with some other set for best (de)buff powerset. Rad and Dark never end up feeling like dead weight on a team. Put Rad or Dark in the hands of a button masher or a rookie, your team is going to get some pretty good results out of the player. Both sets have a nice buffer of idiot proof built into them. Traps can't make that claim. Comparing how a powerset handles in the hands of a bad player might not be far to you, but I've pugged with bad trappers and bad Darks. A bad dark is an adequate teammate a bad trapper is just dead weight. No matter how awesome a set can be in a skilled players hands, its not going to be any awesomer then Rad or Dark in a skilled players hands. All sets are tied in that hypothetical situation. Out in Paragon City where everybody is average, Traps is getting outshined by Dark and Rad big time.
    All IMHO of course.
    I will agree that a bad trapper is probably the worst kind of 'bad' debuff set you could possibly have, but a good (and i mean really good) trapper is the kind that can get around the weakness of the set. For example, there is little reason to summon seeker drones next to you and then rush into a group, when you can just summon the drones inside the group, let them soak the alpha, and then explode in a debuff. If your drones lead the fray, then noone gets hit by the alpha, and the enemys are either hit with a -damage/-tohit debuff, blinded, or stunned (or sometimes all three)

    Do you play on liberty? If you don't maybe I can run a mish or two with you over test, and show you how my actually play /traps. I don't mean to sound elitist, but I play traps a lot differently then how most people are used to them being played, and I've gotten quite a few people to change their minds about how traps performs.

    But enough derailment, if you want to set something up, send me a PM and we'll talk more in private
  11. Quote:
    Originally Posted by Bright Shadow View Post
    Obviously I've been confusing on my stance, statement and my argument. So I'm just gonna drop it. We're arguing about two different things.
    Your argument is that inf is losing its value, as 2 million inf, used to mean something, and now it really doesn't.

    Thing is, we get that part. What your not getting is that 2 million inf still remains the same value as before, as the content hasn't gotten harder, and SOs are still very viable pieces of enhancements, and 2 million inf can pretty much net you an entire stock of SOs.

    Now, when talking about IOs, those are much more affected by inflation, and things like higher level 50 earnings, the difficulty slider, and other things have all raised the prices due to inflation. In order to combat inflation completely you have to 1) gets rid of extra inf, and 2) get rid of lazy people.

    now #1 is being worked on pretty hardcore by the Crazy 88s. They burn more inf in a week times then I've ever earned in my entire 4 and a half years of game play.

    the problem is #2. you can't fight lazy, just like you can't fix stupid. Lazy people want things RIGHT NOW and in order to do that, they are willing to pay insane prices (like 1 million for an alchemical silver) Now, the 'you can't fix stupid' part kicks in, and you have 3 - 4 other people not realizing alchemical silvers can easily be purchased for less then 1 million, and they start bidding the same thing. Granted, this cycle usually only lasts a few transactions and then its back to normal, market sustainable prices.

    Until you can manage to complete both problem 1 and problem 2 inf for IOs will always have less value then inf spent on SOs.
  12. Alrighty plainguy, now that i'm back at home, I'm going to compare the your build with mine, just mathematically.

    For reference, here's the build I'm using for you

    Code:
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    |84FC205779A4C30DE2E6E2E1E2E552C5C5C7C5CF25C825CAE50E97A2139265B1C31|
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    |B632A7A7CC5953E6AC2E734A83FE0BF63841BF|
    |-------------------------------------------------------------------|
    And here is my build

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1613;776;1552;HEX;|
    |78DAA594494F535114C7EFEB602D2DB4B554A0D0524006C13E5A06E7440141511A8|
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    |-------------------------------------------------------------------|
    Your has:

    41.9% lethal/smash def(+7.5% def from Protector bot force shield)
    36.9% energy/neg def(+7.5% def from protector bot force shield)
    28.5% psi def
    39.7% fire/cold def(+7.5% def from protector bot force shield)
    46.9% melee def(+7.5% def from protector bot force shield)
    45.3% range/AoE def(+7.5% def from protector bot force shield)
    17% lethal/smash resistance
    1.9% neg resistance
    2.72 EPS recovery (1.537EPS after toggles)
    213% regen (9.012HP/sec) without triage beacon
    502% regen (21.21HP/sec) with triage beacon (perma)
    790% regen (33.408HP/sec) with double stack triage beacon (25% of the time)
    42.5% global recharge (112.5% global recharge with hasten)
    +11.8% tohit from tactics

    Your bots have 15.05% def from the FFG, 4.047% def from maneuvers and 15% def from the protector bots, giving a final def value of 34.097% defense, except for your protector bots, which only have 26.597% defense.

    Your seeker drones do 5% -tohit each, and with hasten up, you have a 4.24second window of double stacked (without hasten, the drones are not even perma)
    Your protector bots seeker drones do 5% -tohit each, and are only up about half the time, due to pets not being affected by recharge of any sort

    Your acid mortar does 31.62% -def, -20% resistance, and with hasten up, you have enough recharge to have 2 acid mortars out (between 80% uptime, and 25% uptime depending on hasten cycles) giving a total debuff value of 63.24% -def, and -40% resistance

    Your poison trap, with hasten up, is not quite permanent (the -1000% regen debuff only lasts 30 seconds, and your recharge is 29.76, but the cast time is 2.904 meaning there is a lapse of about 2.664 seconds where the debuff drops, and without hasten the downtime is increased to about 10 seconds).


    Now, in my build i have
    30% lethal/smash/energy/neg def (+12.21% def from protector bots force shield)
    27.5% fire/cold/psi def (fire/cold is increased by 12.21% def from protector bots force shield)
    28.7% melee/range def (+12.21%def from protector bot force shield)
    27.5% AoE def (+12.21%def from protector bot force shield)
    46.2% lethal/smashing/energy resistance
    4.9% neg resistance
    10.6% fire/cold resistance
    4.6% toxic/psi resistance
    3.63EPS recovery(2.205EPS after toggles)
    247% regen(11.23HP/second) Without triage beacon
    544% regen(24.68HP/second) with 1 triage beacon(perma)
    840% regen(38.13HP/second) with double stacked triage beacon (33% of the time)
    87.5% Global recharge (157.5% global recharge with hasten)
    +9.682% tohit from tactics

    My bots get 15.42% def from the FFG, 3.462 def from maneuvers, 5% def from the Edict of the master +def aura, and 24.42% def from the protector bot force shield, giving a final def value of 48.302% defense, except for my protector bots, which only have 36.092% defense.

    My seeker drones do 6.434% -tohit each for 40 seconds, with a 33% chance to do another -7.5% tohit for 10 seconds, and without hasten active, i have a 4.076 seconds of double stacking, hasten brings that time to 11.066 seconds.
    My protector bots seeker drones do 7.8% -tohit (5% base * 56% enhancement value gives 7.8%) and are only up about half the time, due to pets being unaffected by recharge of any sort.

    My acid mortar does 29.39% -def, -20% resistance, with a 20% chance for an additional -20% resistance (unstackable, but lasts 10 seconds per mortar, so its easily perma) and without hasten i have enough recharge to have 2 acid mortars out about 85% of the time, hasten allows me to have 3 acid mortars out, for about 1 second, which means my total debuff value is 88.17% -def, and -80% resistance (-60% from the 3 mortars, -20% from the proc)

    My poison trap, with hasten is made permanent and even double stacked for 1.1 seconds, without hasten my downtime is only 5.34 seconds.

    Now, the above is not factoring in the alpha slot, for either build, but I'm pretty sure having just shy of the softcap, (aside from psi def, my lowest def value is 39.71%, with my highest being 42.21%) is more then made up for with higher recovery rates, higher regeneration rates, higher -tohit values (and the ability to perma, and double stack said -tohit values) and higher resistance values to common damage types (lethal/smash/energy are the top 3 most common damage types in the game)

    My bots are also softcapped to everything but psi damage, while you bots fall quite short of it. So when they are targeted, which can, and will happen even when spamming provoke as often as possible, your bots are much easier to take out then mine are.

    While your build sports more overall defense, which allows you to toss off -def values a little easier then mine (you can be debuffed by about 17.5% -def before you lose your softcap, taking into account your -tohit values, while i can only take about -7.5% -def also considering my -tohit values before losing my softcap) once those attacks actually break your softcap, you are more likely to fall much quicker then my build is.

    This is also not accounting for the Panacea +hit/end proc i have slotted, which is basically added regeneration and recovery, nor is it accounting for the fact both our builds sport a +end proc.

    Remember, its not a matter of IF you get hit, its a matter of WHEN, and what you do to mitigate that damage once it does hit you.
  13. Quote:
    Originally Posted by Diellan_ View Post
    Yeah. Heck, it even covers things like "I've been held, what do my toggles do now"?
    Have we told you lately how awesome you guys are? Cuz we really need to say it more often


    *edit* Could you add a toggle option on Hail of bullets? Its not really needed, but as HoB does add a 'defense' bonus during its animation time, it might be useful to know exactly what your defense looks like when HoB is active.

    *edit edit* And a toggle option on Protector bots (for the force shield they offer) The toggle button is there, but to my knowledge it doesn't affect affect anything, so maybe just having it add the defense value of 1 force shield..
  14. Eh, even my girlfriend is up for seeing hot chicks fighting Nazi's, dragons, and giant gattling gun wielding robots, and samurai swords, and multiple people say she doesnt have a soul..
  15. Heck, the ITF was easy BEFORE everyone figured it out. I Duo'ed it with a dominator back when it was in BETA and people were crying about how hard it was.
  16. Thugs/traps has the option to double stack the pet auras giving your pets 10% BASE def, and 20% resistance to everything. Stacked with the enforcers leadership like powers, AND FFG means you have some pretty durable pets. Downside is that the MM itself isn't too durable.

    Bot/traps only has the option to have 1 each of the pet auras, giving 5% def, and 10% resistance, BUT the force shield the protector bots provide gives more defense then the enforcers (but you have a cast time, and a duration, where the enforcers is automatic) AND they benefit the mastermind as well, allowing the mastermind to be pretty durable in his own right.

    Basically for PvP, go bot/traps, as people are going to focus on YOU and not your pets.

    For PvE go thug/traps as NPCs are more likely to go after your PETS and not you.
  17. Quote:
    Originally Posted by Gaming_Glen View Post
    Oh heck no, no more co-op zones... we're supposed to be heroes vs. villains, not cozy buddies.
    Actually, we're more like heroes vs villain vs rogue vs vigilante vs NPC vs other NPCs etc.

    It actually makes sense for some zones to be co-op in nature, but have an overall 'villain' or 'hero' feel to them.

    Take boomtown for example. The heroic thing would be to try to build it back up to the glory it was before, OR stop the villains from taking over the area.

    The villain thing would be to either build it back up to the glory it was before, so you can rule it, OR stop the construction of the remodel, just cuz your evil.

    With going rogue, everything is a shade of gray now. Its not just Blue vs Red anymore.
  18. Quote:
    Originally Posted by Bright Shadow View Post


    I've never ever stated that anyone should get anything for free. The bottom line of everything I've said has been this:

    If the prices in the market continue to rise at the rate they've been rising since the introduction of market, within the next year or two, the prices of the high-end items in the market will be beyond control. There will be a massive increase in the total inf. in the game, which would result in a general increase in item prices across the board. This, in the end, would hurt everyone, and the new players the most.

    I'm no economist, but that's just my theory. I'd happily like to be proven that my prediction is wrong for some logical reasons.
    The funny thing about increased prices is it benefits BOTH the rich AND the poor! It actually benefits any SELLER of items. Say, your a newbie, and you beat up this level 13 outcast boss, and he drops a steadfast def/res recipe. So you go hmm.. this is only a yellow recipe, maybe i should check the market before just deleting it. And you check said market, and see that its selling for upwards of 10 million. Then just for giggles you check the crafted enhancement, and see that the price is now over 20 million. So you just made a clean 10 - 20 million by playing the game like normal.

    Now, in your example, that same player gets that same drop, at the same level, and the prices are not 20 to 40 million. Who does that benefit? The newbie who got the drop? or the people BUYING the items at those increase prices?
  19. Just cuz someone says 'bad player' doesnt mean they mean 'they need to learn to play'

    Take for example a person who doesnt take practised brawler on a SR scrapper, and then complains about being mez'ed all the time.

    Are they a 'bad player'? or do they need to 'learn to play'?

    Now, for a different example, take a person who toggles whirlwind and puts the nearest melee character on auto-follow.

    Are they a 'bad player'? or do they need to 'learn to play'?
  20. Quote:
    Originally Posted by warden_de_dios View Post
    Rad and Dark can start toggle-tanking for 8 man teams at level 4. At what level does /traps get the abilty to start managing the alpha, aggro and the damage mitigation for a team of 8 all by itself?
    On a defender:

    /rad gets all its available debuffs/buffs by level 12 (26 if you count fallout, which noone seems to do..)

    /dark gets all its available debuffs/buffs by level 8 (32 if you count dark servant, which as he has some pretty decent debuffs himself, you might wanna count)

    /traps get all its available debuffs by level 18, as the other powers are offensive (trip mines, and time bomb)


    So.. to answer your question, level 18? but they don't have to rely on other powers to do the things for them, like /rad and fallout, or /dark and fearsome stare, petrifying gaze, or dark servant. Throw seeker drones into a group, and you've not just taken out the alpha, but then debuffed the damage, and tohit values (and maybe even stunned) a good portion of said group. While they are focusing on the seeker drones (AI is so dumb sometimes) you can drop a acid mortar, or poison trap.

    Poison trap could hold mobs around it, giving you even more time to drop an acid mortar, all the while protected from FFG (which gives mez protection, so that /rad, or /dark can actually USE thier debuffs without being mez'ed) and throwing out a triage beacon to cover people up. Its not quite as good as green numbers (like /rad or /dark can do with their heals) but if used correctly it can keep people from dieing.
  21. Quote:
    Originally Posted by Panzerwaffen View Post
    I want to try a bloody all-Blaster ITF just to see how far we can push the 'player defeats' meter..
    I've seen an all blaster ITF that went really well, granted, it was an all Archery/EM blaster ITF, and that many Aim->BU->Rain of Arrows is enough to make just about anything melt.
  22. Quote:
    Originally Posted by Lycanus View Post
    Indeed, Rad and Dark really are the best Defender sets.
    *in a loud voice that is quickly ignored*

    "And traps!!!"


    Thing is, /traps can, in theory put out more -resisance, more -def, and much more -regen then rad and dark. It can also put out even amounts of -tohit (if you cound the +def as a -tohit value as they affect the same equation in the same way)

    Yeah, the set up time is a bummer, and theres a ramp up time (takes about a minute for 2 acid mortars, which will match what a /rad or /dark can do with 1 or two powers, but after 2 minutes, assuming you have the recharge, 3 acid mortars are more powerful then the /rad or /dark debuffs that do the same thing) but the -regen is enough to make things just stop regenerating at all, even with the AVs resistance AND the purple patch (-1000% regen is awesome like that, especially when it stacks with other poison traps)
  23. i usually got the 2/2 route first, atlest with recon, getting both recharge and heal slotted as much as i can, as quickly as i can..

    Now, for dull pain, and IH, i go recharge first, then heal.
  24. Ya know, i do find /dark to be a little overhyped, but i guess thats for another thread.

    /traps still doesnt get the respect it deserves