Ace_of_Hearts

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  1. I've had CoX for over 5 years now and can honestly say I am a true addict and I had tried most ATs with the exception of the Defender. This is because I fell into that oh so familiar trap that Defenders are support class only and cannot solo and should only be there to heal.... blah blah blah.... well you all know that old chestnut!

    How wrong I was!!! About six months ago I made my first Defender - she was Storm/Archery and I love playing her. I dont team alot so I like to ramp up the difficulty a bit and just charge in where Angels fear to tread letting off all my storm powers and nothing is more satisfying than Freezing Rain and Rain of Arrows!

    So I decided to make another Fender - he is TA/A (I like Archery, what can I say?#. He is only level 8 so far but already decided that he can fit in well with my own play style. I'm already looking forward to Disruptor Arrow + Acid Arrow + Oil Slick + Blazing Arrow #and I may even chuck in RoA in at the end just for the sheer hell of it!)

    You've probably gathered that I like to play a defender aggresively! None of this sit at the back and heal and buff the team. I want to kill things! In fact I want to kill lots of things... on my own.... without a tank... without anyone in fact!

    So given that I want to play solo alot and given the above two examples, what is the most aggresive, chaotic form of defender out there? It doesnt have to be Archery - I just happen to like that particular set. For example, I was looking at Nrg which could be fun. Especially with Storm - lots of knockback and real chaos cant be bad can it!

    By the way I do occasionally team but would like to think I am mature enough to temper my playstyle somewhat so I am not p*****g everyone off
  2. Ace_of_Hearts

    Flash Arrow?

    Quote:
    Originally Posted by Garent View Post
    The only advantage flash arrow has over these much more powerful effects is that it is tagged to be unresistable, meaning that an AV's ability to resist most debuffs by about 85% does nothing. Flash arrow is already 1/5 as strong as other debuffs though, so this isn't that big of an advantage. Against an even level AV, flash arrow will be 9.75% and hurricane will be about 8.8%. In other words, flash arrow is 30-40 points weaker than other to-hit debuffs against most enemies, but against AVs it has a 1% advantage.
    I was just wondering.... do the effects of FA stack? Looking at Mids the duration of the power is 60s however if you perma-hasten you can get the recharge down to approximately 5 seconds. If the effect stacks then 5 applications will apply just under 50% debuff wont it - which would be invaluable against an AV - especially if the AV just sits their picking his nose while you fire it off!

    I'm not sure how stacking or the maths works so I may be completely wrong but thought I would ask the question.
  3. Ace_of_Hearts

    TA/A Defender

    Quote:
    Originally Posted by JulioThom70 View Post
    It can proc on anyone in the Glue.
    Presumably that also applies to Pacing of the Turtle : Chance of - Recharge?
  4. Ace_of_Hearts

    TA/A Defender

    I've also created a TA/A Defender. This was my planned build.

    I've put a few slots in rest to allow for the I19 updates. Note that I have not taken a travel power for concept reasons.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Defender 1:Level 50 Natural Defender
    Primary Power Set: Trick Arrow
    Secondary Power Set: Archery
    Power Pool: Speed
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Power Mastery
    Hero Profile:


    Level 1:Flash Arrow
    • (A) Dark Watcher's Despair - To Hit Debuff
    • (2) Dark Watcher's Despair - To Hit Debuff/Recharge
    • (3) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (5) Dark Watcher's Despair - To Hit Debuff/Endurance
    Level 1:Snap Shot
    • (A) Decimation - Chance of Build Up
    Level 2:Glue Arrow
    • (A) Pacing of the Turtle - Chance of -Recharge
    Level 4:Aimed Shot
    • (A) Devastation - Accuracy/Damage
    • (5) Devastation - Damage/Recharge
    • (7) Devastation - Accuracy/Damage/Recharge
    • (7) Devastation - Accuracy/Damage/Endurance/Recharge
    Level 6:Ice Arrow
    • (A) Lockdown - Chance for +2 Mag Hold
    • (9) Basilisk's Gaze - Accuracy/Hold
    • (9) Basilisk's Gaze - Recharge/Hold
    • (11) Basilisk's Gaze - Endurance/Recharge/Hold
    • (13) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 8:Poison Gas Arrow
    • (A) Fortunata Hypnosis - Sleep
    • (13) Fortunata Hypnosis - Sleep/Recharge
    • (17) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (17) Fortunata Hypnosis - Accuracy/Recharge
    • (19) Fortunata Hypnosis - Sleep/Endurance
    • (19) Induced Coma - Chance of -Recharge
    Level 10:Blazing Arrow
    • (A) Devastation - Accuracy/Damage
    • (11) Devastation - Accuracy/Damage/Endurance/Recharge
    • (31) Devastation - Damage/Recharge
    • (34) Devastation - Accuracy/Damage/Recharge
    Level 12:Acid Arrow
    • (A) Touch of Lady Grey - Chance for Negative Damage
    • (23) Touch of Lady Grey - Defense Debuff/Recharge
    • (25) Touch of Lady Grey - Defense Debuff/Recharge/Endurance
    • (25) Touch of Lady Grey - Recharge/Endurance
    • (27) Touch of Lady Grey - Defense Debuff/Endurance
    Level 14:Hasten
    • (A) Recharge Reduction IO
    • (21) Recharge Reduction IO
    Level 16:Aim
    • (A) Gaussian's Synchronized Fire-Control -Chance for Build Up(36) Rectified Reticle - Increased Perception
    Level 18isruption Arrow
    • (A) Recharge Reduction IO
    • (23) Recharge ReductionIO
    Level 20:Explosive Arrow
    • (A) Force Feedback - Chance for +Recharge
    • (45) HamiO:Nucleolus Exposure
    • (46) HamiO:Nucleolus Exposure
    Level 22Aid Other
    • (A) Numina's Convalescence - Heal/Endurance
    Level 24:Aid Self
    • (A) Numina's Convalescence - Heal/Endurance
    • (36) Numina's Convalescence -Endurance/Recharge
    • (37) Numina's Convalescence - Heal/Recharge
    • (37) Numina's Convalescence - Heal/Endurance/Recharge
    Level 26: Oil Slick Arrow
    • (A) Positron's Blast - Accuracy/Damage
    • (27) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Damage/Recharge
    • (29) Positron's Blast - Damage/Range
    • (31) Positron's Blast - Accuracy/Damage/Endurance
    • (31) Pacing of the Turtle - Chance of -Recharge
    Level 28: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    • (43) Luck of the Gambler - Defense
    • (43) Luck of the Gambler - Defense/Recharge
    • (45) Luck of the Gambler - Defense/Endurance
    Level 30:Stealth
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense
    • (50) Luck of the Gambler - Endurance/Recharge
    Level 32: EMP Arrow
    • (A) Unbreakable Constraint - Hold
    • (33) Unbreakable Constraint - Hold/Recharge
    • (33) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (33) Unbreakable Constraint - Accuracy/Recharge
    • (34) Unbreakable Constraint - Endurance/Hold
    • (34) Lockdown - Chance for +2 Mag Hold
    Level 35:Stunning Shot
    • (A) Absolute Amazement - Stun
    • (36) Absolute Amazement - Stun/Recharge
    • (37) Absolute Amazement - Accuracy/Stun/Recharge
    • (40) Absolute Amazement - Accuracy/Recharge
    • (40) Absolute Amazement - Endurance/Stun
    Level 38: Rain of Arrows
    • (A) Ragnarok - Damage
    • (39) Ragnarok - Damage/Recharge
    • (39) Ragnarok - Accuracy/Damage/Recharge
    • (39) Ragnarok - Accuracy/Recharge
    • (40) Ragnarok - Damage/Endurance
    Level 41:Power Build Up
    • (A) Adjusted Targeting - To Hit Buff
    • (42) Adjusted Targeting - To Hit Buff/Recharge
    • (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (42) Adjusted Targeting - Endurance/Recharge
    • (43) Adjusted Targeting - To Hit Buff/Endurance
    Level 44:Force of Nature
    • (A) Steadfast Protection - Resistance/Endurance
    • (45) Steadfast Protection - Resistance/+Def 3%
    • (46) Steadfast Protection - Knockback Protection
    Level 47:Temp Invulnerability
    • (A) Impervious Skin - Resistance/Endurance
    • (48) Impervious Skin - Resistance/Recharge
    • (48) Impervious Skin - Endurance/Recharge
    • (48) Impervious Skin - Resistance/Endurance/Recharge
    • (50) Impervious Skin - Status Resistance
    Level 49: Conserve Power
    • (A) Recharge Reduction IO
    ------------



    level 1: Brawl
    • (A) Empty
    • Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    • (15) Empty
    • (15) Empty
    • (21) Empty
    Level 1:Vigilance

    Level 2: Ninja Run

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
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  5. Quote:
    Originally Posted by Call Me Awesome View Post
    One of the best solutions I've found with my buddies on the STF is unfortunately not available to an Ill/Rad, that's Bonfire tossed under LR. It'll toss the pets away and they'll spend so much time getting up, running back and getting tossed again that they don't do much damage.
    Thats clever!

    Presumably a stormie could do something similar with lightning storm?
  6. Whats your travel power? Could you not hover out of the way of the ambushes?
  7. Ace_of_Hearts

    A, AR, or DP?

    I've played Archery and DP (have no experience with AR) and can definitely say that Archery is my most favourite set in the game.

    Prior to level 32 and RoA you get inherently good accuracy and recharge with archery. If you slot correctly you get a real slick combo going with Blazing Arrow ----> Snap Shot -----> Aimed Shot ----> Snap Shot back to blazing arrow (you need to slot for a bit of recharge) and these three powers are available really early.

    In terms of AoE, you have three powers - fistfull, EA and RoA. Fistfull imo has limited uses. Archery powers have excellent range except fistfull. I just find it annoying to fire off an RoA, EA and then have to get closer to fire off fistfull. I personally respec'd out of it and have never missed it.

    EA is not as good as it seems. To me the damage is always a little bit meh. Again I rarely use it.

    RoA is my all time favourite power (so far). I personally never get bored of it. Just watch it on Crey Tanks they tend to laugh at RoA because they seem to have high lethal resistance.

    I have limited experience with corruptors and limited experience with dark powers however I can say on my stormy defender she can get pretty destructive with freezing rain + aim + RoA. There is no reason why tar patch would not work just as well in place of FR, if not better.

    For me Archery gets the vote!
  8. Quote:
    Originally Posted by DreadShinobi View Post
    Yes. Numina can kill everyone.
    Hmph... my money would have been on Sis P so I would have lost a fair bit.

    I still like the idea of them all battling it out while a load of mind dominators looks on and laughs at them and takes bets. To me it just sums up the whole Dominator Ethos....
  9. Quote:
    Originally Posted by DreadShinobi View Post
    It only takes 1 mind dom to destroy the entire freedom phalanx.
    With sleep yes, but can it be done with confuse?
  10. Thinking about it, it would have to be a team of 8 mind dominators because they have 2 confuse powers whereas elec only have 1 and you would need to keep stacking the confuses while the mass confuse recharges.

    Shame I dont have a mind dominator but tempted to make one now
  11. OK this is just theory and I doubt it would work but trying it could be fun....

    Take a team of eight dominators with a mass confuse power that doesnt draw aggro (Mind and Electric Dominators I'm looking at you). Make sure they can all perma-domi.

    1. Do the LRSF and get to the last mission.
    2. Line up behind Statesman and his friends at a safe distance. Each team member picks a Hero they want to "bet on"
    3. Now all fire off your mass confuse powers (while in domination obviously)
    4. Keep firing mass confuse until all but one member of the phalanx is dead
    5. The dominator that picked that member gets 100.000inf from the other members.

    OK I know it probably wont work given Heroes recharge rates and their resistances to mezes and all that but it could be fun and lets be fair from a concept point of view what could be more "Dominating" than forcing the eight most power heroes in Paragon City duke it out until the last remains?

    Anyone actually ever tried it?
  12. Quote:
    Originally Posted by Wiccania View Post
    The thing with Dev: Chance of Hold is that it is only a 15% Mag 2 Hold. The occasional henchie held with JC isn't worth a slot to me and the mag stacking possibility is too low to be worth it on a Dom that can use Domination for far better effect.
    Ahh.. I didnt appreciate that. I may go with the tempest one then. Thats probably a lot cheaper anyway
  13. Quote:
    Originally Posted by Wiccania View Post
    Procs that work and are good choices are Explosive Strike: Chance of Smashing Damage, Apoc: Chance of Negative, Gladiator's Jav: Chance of Toxic, Tempest: Chance of End Drain
    I was actually looking at Devastation : Chance of Hold as it could be a cheap quasi-group hold

    According to Mids my overall accuracy at level 50 is approximately 77% and in my planned build I didnt take Jolting Chain to level 47 anyway so all things being equal I should have plenty of global accuracy for it to do its job. I was just wondering if it was worth taking earlier or if it was a set defining power.

    Although I am only level 12 at the moment I cant say I miss having Jolting Chain - the set seems to shine with conductive aura and static field.
  14. I have made my first Domi and my first elec toon and, although he has to be one of the squishiest toons I have ever come across, he is fun to play. He is currently level 12 and I have just picked up Static Field (yey!)

    I have a couple of questions:

    1. My domi is elec/ice and I was wondering the best way to slot static field. Given that my secondary is ice I thought sticking a pacing the turtle chance for -recharge in would synergise nicely with my ice powers - particularly Chilling Enbrace. I figured that when I get to 50 I could slot 5 Fortuna Hypnosis in it for a nice boost to my recharge but is that a good idea? Or should I slot for endurance modification and become more "sappy"
    2. I have not yet taken jolting chain as when I read the power description it looked a bit naff but reading other reports on here from both domis and trollers it seems I may have been wrong. Is Jolting Chain any good? I realise you need a fair bit of global recharge to get it to be effective but is it worth it? If I do take it how should I slot it?

    I play mainly solo but want to be useful in teams as well as I like to dip into SFs/TFs and Respecs at times. My overall aim is to be perma-domi with as much smashing/lethal defence as possible as the toon will be mainly melee.

    Thanks for your help.
  15. Oh well never mind. Thanks for the response.

    I wonder what the point of the "Your reputation in the Rogue Isles has grown ....." message is then?
  16. I have a question regarding villain brokers and the contacts they introduce.

    I play the game as a "storyline collector". I like to run through each story arc and complete them in their proper order at their proper level - I try not to use Ouroboros where possible.

    However I've noticed that early levels this is very difficult to do.

    As an example on redside you get to level 5 and go to Port Oakes. Then do 3 newspaper missions, then rob a bank and then get a contact. THEN you have to repeat this process twice to get two more contacts. THEN you have to get all the story arcs and complete them. I've noticed that unless I turn off xp or do the missions in a VERY specific order I usually miss at least one storyline or (and this is worse) a badge.

    However I do notice that sometimes I get a message saying "your reputation in Rogue Isles has grown go and see ...... to be introduced to a new contact". I normally only get this message when I have all the contacts so there is little point in acting on it but I was wondering when this message comes up and if I have a missed contact will I get introduced to him WITHOUT doing newspaper and mayhem missions?

    If so is it possible to force this message so I only need to do one mayhem mission every five levels?

    In otherwords when I enter Port Oakes is there anyway to get all three contacts by just doing one Mayhem Mission?
  17. I've messed around with a few alts on GR and concepts and stuff and now ready to start playing it properly. But I have a question.

    I have decided my first toon will join the resistance and when he speaks to Calvin Scott at the end of the tutorial he indicates there are two ways to work for the resitance:

    1. Do resitance missions
    2. Work deep undercover for the resistance (i.e. do loyalist missions but as a resistance mole). Apparently Calvin Scott then contacts you at "Important" stages to turn the events toward the resistance movement.

    My problem is I dont know how to get the second set of missions - i.e. be a resistance mole in the loyalists.

    Am I reading too much into what Calvin is saying or is this actually possible? If it is can someone tell me what to do or when these missions become available.

    Hope I'm making sense!
  18. Quote:
    Originally Posted by Lillika View Post
    I would point you to the PVP boards Thats what usually happens around here tbh when people ask about pvp builds. though now that you brought it up and I have plenty of time, I bet I can come up with something pvpesque for fun May try it to see and compare when you get some real help heh
    I did I thought a cry for help on the blaster boards may also help...
  19. So let me set the scene. In my SG we are talking about builds and someone asks "Whats the best build for an archery blaster?" and I happen to have one so I tell him my build. Then someone asks "I am thinking of making a fire/rad troller." and I that happens to be my oldest and best build so I tell HIM my build.

    THEN someone says "whats a good build for a */storm MM?" and, again I have one so I tell him my build.

    So while everyone is saying how good/sad I am for being able to answer all build questions and while I am feeling REALLY SUPERIOR and dead smug I get a pvt tell from nowhere. I didnt log it but to paraphrase:

    "Hey, could you tell me the best build for a PVP Rad/nrg blaster?"

    And like an idiot, I say "Sure, give me a few days to play around and I will let you know"

    And heres the problem.... I have never made a PVP build in my life. I wouldnt know a decent pvp build if it came and slapped me in the face. In fact whenever I dare to enter a pvp area my *** is kicked from the Rogue Isles to Breakfast time.

    So I turn myself over to the all worldly knowledeable people of the forums. Where do I start???? If I am a rad blaster in pvp what do I want? recharge? regen? recovery? resistance? defence?

    Don't get me wrong I am not expecting someone to say "Hey Ace here is the best pvp build for a rad/nrg blaster in the world.... ever...." all I want is someone to point me in the right direction. Where do I start if I am a pvp blaster.

    oh and incidently, I have two blasters..... neither of them are rad/nrg. so I have no idea what we are dealing with.

    Could someone sort my life out PLEASE!!!
  20. So let me set the scene. In my SG we are talking about builds and someone asks "Whats the best build for an archery blaster?" and I happen to have one so I tell him my build. Then someone asks "I am thinking of making a fire/rad troller." and I that happens to be my oldest and best build so I tell HIM my build.

    THEN someone says "whats a good build for a */storm MM?" and, again I have one so I tell him my build.

    So while everyone is saying how good/sad I am for being able to answer all build questions and while I am feeling REALLY SUPERIOR and dead smug I get a pvt tell from nowhere. I didnt log it but to paraphrase:

    "Hey, could you tell me the best build for a PVP Rad/nrg blaster?"

    And like an idiot, I say "Sure, give me a few days to play around and I will let you know"

    And heres the problem.... I have never made a PVP build in my life. I wouldnt know a decent pvp build if it came and slapped me in the face. In fact whenever I dare to enter a pvp area my *** is kicked from the Rogue Isles to Breakfast time.

    So I turn myself over to the all worldly knowledeable people of the forums. Where do I start???? If I am a rad blaster in pvp what do I want? recharge? regen? recovery? resistance? defence?

    Don't get me wrong I am not expecting someone to say "Hey Ace here is the best pvp build for a rad/nrg blaster in the world.... ever...." all I want is someone to point me in the right direction. Where do I start if I am a pvp blaster.

    oh and incidently, I have two blasters..... neither of them are rad/nrg. so I have no idea what we are dealing with.

    Could someone sort my life out PLEASE!!!
  21. I only recently got my Arch/Dev to 50 but he is now easily my favourite toon to play. ROA + Explosive + Fistful never gets dull and if you are really lucky you can knock mobs back onto a trip mine as well which always gives me a nice warm feeling! I am currently working on getting a set of Ragnarok for ROA if only to cause more carnage.

    Incidently my own personal preference for attack chains is BA ---> Snap Shot ----> Aimed Shot ----> Snapped Shot and back to BA. No AOE damage I admit in that chain but its very effective and even on my toon with Cloaking Device, Hover and Combat Jumping all up I dont think I have ever had endurance issues
  22. I have recently rolled my first tank and got him to level 10 - and I enjoy playing him. He's fire/ice

    After chatting to a few friends on my server (Union) I was informed that fire tanks are actually quite squishy and poor. Is this true? Are they really bad? In my experience I have seen very few fire tanks running around - especially level 50. So are fire tanks poor compared with, say, ice / willpower / shield / stone? If so, why? I know they have no defense against knockback and no psionic resistance but with careful slotting surely these holes can now be plugged.

    My overall plan is to slot for ranged and melee defense and, thanks to mids, I reckon I can get to about 40% on both with not too much cash (except a full set of Numina's but thats why God created merits).

    To be honest, I'm enjoying him at the moment so even if fire tanks are naff I have no intention of deleting him. I am just curious why they have such a bad reputation.

    One more question (this is noobish but as I said earlier, it is my first tank) - is taunt absolutely necessary or can I rely on gauntlet to cover all my tanking needs? I was just wondering because I planned for taunt in my build but if I could get away with it, I would rather drop it for another power.
  23. Quote:
    Originally Posted by Fury Flechette View Post
    You've logged in on off-peak hours to catch up on your blaster which just leveled to 26 a night ago. Over your SG channel, a friendly SG mate asks for your help in obtaining the Spirit Warrior badge by completing the Stop the Mystic Madman mission. She tells you she could badly use your damage and she already has a small team assembled.

    You accept the team invite and the team is all getting back to the mission door from the hospital. Team members are:

    Clueless Catgirl, level 21 claws/sr scrapper. Clueless is your SG mate, and while she understands basic fundamentals, is not a power gamer. She makes somewhat reasonable power choices but will pick a power solely based on the fact that it sounds cool to her.

    Clerk Kant, level 17 inv/ss tanker. Clerk is an enthusiastic new player on his first character. Clerk doesn't show any veteran badges. His power choices aren't terrible but his build is currently endurance intensive. Because this is Clerk's first character, you suspect that many of his powers are still slotted with training origins.

    Hailstone Helen, level 22 storm/sonic defender. Helen is a 2-year veteran and an extreme concept character builder. Her storm defender has all the storm powers available to 22 but only has an unslotted shriek as her only attack. She loves playing support and admits candidly that her build cannot solo.

    The Stop the Mystic Madman mission is a defeat all mission against the Circle of Thorns and the Banished Pantheon. The difficulty is set at +2/0/Bosses Enabled mostly at the insistence of Helen claiming she needs the xp.

    As a veteran blaster player, and now the de facto leader of this team, how do you determine the following:

    1. Who takes the alpha strike against mobs of mixed minions, Lts and bosses? Which character do you send in first and why?

    2. How do you best mesh your damage powers with the rest of the team?

    Assume you're a level 26 blaster that you're comfortable with, and that no other players are available to join your ragtag team.

    (Scenario based on something that happened to me a few nights ago. Obviously, names have been changed to protect the innocent (or guilty).
    Hmmm.... you dont say whether any of the team are exemped or sidekicked.

    Not sure if I am reading this right but if I am level 26 then I am well out of the level range of Stop the Mystic Madmen. This is a level 20-25 mission. You say that the mission was chosen by Clueless Catgirl who is level 21 and its set at +2/0 with bosses enabled. I assume that Clueless Catgirl is the mission leader which means that minions would be level 23(ish).

    If I am level 26, my blaster should be able to take the alpha in which case I should be running the team.

    That assumes that I am not exemped down
  24. Any chance you could post your build?
  25. Quote:
    Originally Posted by Maximilliean View Post
    But isn't Targeting Drone a toggle that you could put Gaussian's Synchronized Fire-Control : Chance for Build-Up in and have it fire off every ten seconds?
    I have Gaussian's Synchronized Fire-Control : Chance for Build-Up slotted in my Widow Maneuvers Toggle and while it sounds like a great idea I find it doesnt fire enough for you to get any proper use out of it and when it does fire you are usually not engaging enemies! I suspect I would have the same problem if I slotted it into targetting drone.

    At least if I have it slotted in Aim I have a better chance of controlling when it fires.

    From what you've all said I dont think I am a million miles away from a decent blaster. I have rethought the build so that both Blazing Arrow and Fistful of Arrows are both included and decently slotted. In fact I started the build last night and took BA at lvl 6 already decided that I love it! Still cant fit Aid Self into the build yet without loosing much loved defense but I'm working on it.

    Thanks to everyone who has replied so far and if anyone has any more comments please feel free to let me know.