Windenergy21

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  1. [ QUOTE ]
    LS, VS, and the Turret became too powerful and now been nerfed

    [/ QUOTE ]

    *laughs hysterically* Oh my how the devs have lost their way if they think those powers with increased attack rates are overpowered :/
  2. [ QUOTE ]
    [ QUOTE ]
    But what about exemptions to this fix. Thats what most of us want to know about. We already know its possible for some exemptions because there have been reports that the defender lightning storm still behaves the same as on live as on test yet the controller/corrupter/mastermind version of the power is now uneffected by recharge. I do think at the very least if you are making the powers not take recharge any more and if they arent able to be targeted anyways then maybe you can up the damage or change the recharge itself. I just really hate for lightning storm to become worthless outside of boss/av fights.

    [/ QUOTE ]

    Powers like Lightning Storm, Voltaic Sentinel and Auto Turret are precisely the powers that were targeted by this fix. Making exemptions for them would defeat the purpose, don't you think?

    [/ QUOTE ]

    so youre afraid of having a way to make some poewrs like these less suck-tastic? Good going... wrong mindframe.
  3. [ QUOTE ]
    There has been a lot of discussion regarding this Patch Note:
    [ QUOTE ]
    • Pet Powers Change:
    o Recharge times on pet attack powers will no longer be affected by any outside source. This includes buffs and debuffs. What this means is that pets can no longer have the recharge time on their powers increased by player buffs (like Speed Boost) or their recharge time decreased by player or NPC debuffs. This change was made to allow pets to correctly cycle through their attacks instead of getting locked on using the same attack over and over and neglecting to use other available powers.

    [/ QUOTE ]
    I wanted to take some time to more fully explain the change and the reasons behind it.

    The “CopyCreatorMods” (or “Pet Inheritance”) code was originally written so that things like hitting "Build Up" then casting "Burn" would cause the Burn to do more damage. To my knowledge, most pet powers were set to only accept Damage, Accuracy and/or Status Effect mods. Recharge time was never specifically allowed for pet powers. This happened in Issue 7.

    Meanwhile, we have a long standing 'bug' that we cannot fix: Say you have a Damage power that for whatever reason doesn't allow Endurance Reduction. If you slot an enhancement (say, a Hammi-O) which does both, both effects are applied to the power, despite the fact that the power is not supposed to accept Endurance Reduction. We pretty much have let that become "by design" since it cannot be fixed.

    Now, you combine the two things...and suddenly, pet powers which were never meant to have recharge be altered (Lightning Storm is a great example here) are firing off much faster than intended. For a long time, we didn't notice, but then we introduced the Recharge Intensive Pet IO Sets and suddenly HUGE amounts of Recharge were available to certain pets.

    We tried a few alternatives, which essentially ended up making RIP IO's broken for several months in a variety of ways. One day, while discussing this, another programmer who was looking at AI issues came over and began talking to me about the fact that one of the issues causing aberrant AI behavior was the powers recharging too quickly. Again, we tried some things, but ultimately, the change that is on the Training Room now ended up being the only viable fix. The alternative, as I understand it, would be to fix that long standing bug I said we couldn’t fix. That would result in up to a 50% increase in server CPU time in the Powers computations, though and that simply isn't a workable solution.

    So, that’s the background. There is no other solution that we are currently able to implement at this time.

    [/ QUOTE ]

    Wait are you FREAKING kidding me??? Not even am and speed boost or AB are going to affect pets recharge!??? WTf, thanks for ruining at least 3 of my controllers. Not only are you going BACKWARDS, where you SHOULD be allowing ANY recharge slotted into a pet boost their attack rate, but you are making outside buffs not affect them? What about things like imps, who only have one attack, how unfair is this...

    Please, do NOT give this an end-all fix like this. Its not our fault that you can't figure out how to fix it, but a general NERF is NOT the answer. At least immediately as far as outside buffs go, do NOT make it so they dont affect pets recharge, thats OUR decision to cast the +rech powers on our pets, for now, if it messes up their attack cycling, let that be OUR choice to do so or not.

    And then again to my main topic, this better not be an end-all "fix" aka nerf. Please work harder to find a solution, one that includes what since I5 has been IMO necessary which is to allow any type of +rech slotted into a pet boost the pets attack rate.

    So as far as test to live goes "no other solution at this time" then please, for the love of the game leave it as it is until you find a REASONABLE solution first. Don't "nerf now fix later" cause we both know you'll just put it on the back burner and leave so many sets gimped because of it and never look back itno fixing it. At least not for a couple years so far as the history of this game has taught us all. And that is far too long to have to deal with this like you are trying to do so.

    And P.S. "locked on" to one power, i think you need to be looking at "certain" pets that do this. Because no matter how much rech i put on stoney, he still cycles pretty normally, but fly trap has been broken since day 1. Again, perhaps you need to work on a REAL fix first, one that includes USING rech enhancements to increase a pets attack rate while letting them cycle, before just "quick fixing" the issue which is an overall loss to the playerbase in the meantime.
  4. Agreed on aura's for weapons PLEASE.

    Also we desparately need a tech mace and tech axe. And i'm not sure but talsorian mace/axes if they do not currently exist.

    Also can you please add "all metal" options to shields like the cavalier shield. Currently all "natural" type shields have an inside that is made of wood planks. I want those shields but i want them as "all metal", no wood planks in the back sides of them, just 100% metal shields.
  5. No problem, i will put in though, now that elec mastery gets surge of power, pure ownage being able to go that route instead of force of nature .

    As mentioned how the build can do without hasten and still pretty much have its chain of the 3, well 4 cones if you use shockwave which is actually pretty decent damage when its slotted. Would make it easy to put surge of power in hastens spot, or take off acro and put a slot into charged armor for a steadfast.
  6. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    (QR)

    1) Yes, outright changing powers is bad. Unfortunately, it's the only way we *could* proceed that met with the goals we had in mind, the technical limitations presented and the timeframe allowed. I hate "building cottages" but it was the only path in this circumstance.

    2) I misspoke re: Weapon Mastery getting Focused Accuracy. It's Targeting Drone. Functionally, it's *identical* to FA, it just has the visuals and display name of TD.

    3) Web Grenade is the power that is being replaced in Weapon Mastery.

    4) Yes, various PPP's now have access to FA.

    I'm certain a complete list of the changes will be up here on the forums within an hour of Beta starting (soon!(tm)) and I'm looking forward to the feedback (positive AND negative) at that time.

    [/ QUOTE ]

    Please don't make it exactly like FA. Please give it the t-drone lower to hit and end costs values.

    [/ QUOTE ]

    Actually as i was thinking it over more, there still isnt a need for ANOTHER FA power. If your going to replace web grenade, at least put smoke bomb in its place. Something that we can't just get by choosing another epic. Having 2 of the exact same powers in epic sets for the same AT is so full of fail it boggles my mind. I wouldn't mind smoke bomb, and at least its a somewhat valid power that we can't get in another epic. Especially useful for scrappers to avoid extra mob aggro since we have to go in melee anyways.

    Additionally, if this can't happen, at least for the love of pete dont give it the exact same values as FA. At least make it different, with the lower to hit and end costs like the actual targeting drone. At least body mastery has conserve power to help offset the end cost of FA. If that end cost was on targetting drone in the weapons set it would be so undeniably unfair and innapropriate.

    [/ QUOTE ]

    You've seen the other epics outside of scrapper epics right?

    Alot of the time, they're basically the same with different graphics and dmg type.

    Weapon Mastery will give you a Drone, Body Mastery will not.

    As for a way to fix the loss of Web Grenade? Have Shuriken have -Fly/Immobilize on it.

    [/ QUOTE ]

    They still have different recharges or damage, and side effects.

    What castle said is it will do EXACTLY the same thing, only with a little floating drone. It should at least have the lower to hit/end values that t-drone has if anything if its still going to be going into the set.

    Shuriken shouldnt get immobilize, but it could get -fly, -speed.

    And yeah, the sets attacks are different in lots of ways, but at the same time, sill ST attacks. There is already a problem as you would say of powers being reused too many times, so why would we want more of the EXACT same thing.

    So like i said, ESPECIALLY since weapons doesnt have conserve power, in no way should targetting drone if its going to stay have the same values as FA, it should have the values that t-drone has.
  7. [ QUOTE ]
    [ QUOTE ]
    (QR)

    1) Yes, outright changing powers is bad. Unfortunately, it's the only way we *could* proceed that met with the goals we had in mind, the technical limitations presented and the timeframe allowed. I hate "building cottages" but it was the only path in this circumstance.

    2) I misspoke re: Weapon Mastery getting Focused Accuracy. It's Targeting Drone. Functionally, it's *identical* to FA, it just has the visuals and display name of TD.

    3) Web Grenade is the power that is being replaced in Weapon Mastery.

    4) Yes, various PPP's now have access to FA.

    I'm certain a complete list of the changes will be up here on the forums within an hour of Beta starting (soon!(tm)) and I'm looking forward to the feedback (positive AND negative) at that time.

    [/ QUOTE ]

    Please don't make it exactly like FA. Please give it the t-drone lower to hit and end costs values.

    [/ QUOTE ]

    Actually as i was thinking it over more, there still isnt a need for ANOTHER FA power. If your going to replace web grenade, at least put smoke bomb in its place. Something that we can't just get by choosing another epic. Having 2 of the exact same powers in epic sets for the same AT is so full of fail it boggles my mind. I wouldn't mind smoke bomb, and at least its a somewhat valid power that we can't get in another epic. Especially useful for scrappers to avoid extra mob aggro since we have to go in melee anyways.

    Additionally, if this can't happen, at least for the love of pete dont give it the exact same values as FA. At least make it different, with the lower to hit and end costs like the actual targeting drone. At least body mastery has conserve power to help offset the end cost of FA. If that end cost was on targetting drone in the weapons set it would be so undeniably unfair and innapropriate.
  8. [ QUOTE ]
    (QR)

    1) Yes, outright changing powers is bad. Unfortunately, it's the only way we *could* proceed that met with the goals we had in mind, the technical limitations presented and the timeframe allowed. I hate "building cottages" but it was the only path in this circumstance.

    2) I misspoke re: Weapon Mastery getting Focused Accuracy. It's Targeting Drone. Functionally, it's *identical* to FA, it just has the visuals and display name of TD.

    3) Web Grenade is the power that is being replaced in Weapon Mastery.

    4) Yes, various PPP's now have access to FA.

    I'm certain a complete list of the changes will be up here on the forums within an hour of Beta starting (soon!(tm)) and I'm looking forward to the feedback (positive AND negative) at that time.

    [/ QUOTE ]

    Please don't make it exactly like FA. Please give it the t-drone lower to hit and end costs values.
  9. [ QUOTE ]
    *Hugs warm, fuzzy, vBulletin goodness*


    Edit: 3 words, Lighthouse: spoiler plugin please.

    [/ QUOTE ]

    Why is everyone so excited? i'm quite happy with the current layout i don't see why it needs changed.

    And how come some threads are working, but all the AT threads are completely gone?
  10. [ QUOTE ]
    I want a Big Red Ball!

    No, no, not as power or anything, just in the game.

    [censored]? u ask

    lemme explain

    In one zone in CoH (Talos) and one zone in CoV (Nerva) there should be a single big red ball that does absoutly nothing except when you attack it, it gets knocked back a bit. By every attack not just knockback attacks. It cant be destoryed or anything, just a Big Red Ball to hit around, thats it.

    How big is big?

    Well not huge. Just like 1 meter in diameter. Thats Big for a Red Ball!

    The reason for just one and being in just one zone is so you dont run into it every time you log on. Maby you'll only run into it once a month or something, then youll be like "WOW! a Big Red Ball!" then you will knock it around for a few minuties laughing very hard then you will leave saying "What a cool Big Red Ball"

    Whats the point?

    A little extra thing like this would add tons of fun!

    [/ QUOTE ]

    This would be freaking awesome! Its the stupid yet fun little ideas like this that make games so much fun Waiting for a team? Chuck the ball around.
  11. The IO build!

    Hero Plan by Mids' Hero Designer 1.4006
    http://www.cohplanner.com/

    Sonic Mental IO: Level 50 Magic Blaster
    Primary Power Set: Sonic Attack
    Secondary Power Set: Mental Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Electrical Mastery

    Hero Profile:
    Level 1: Shriek -- Dev'n-Acc/Dmg/Rchg:50(A), Dev'n-Acc/Dmg/EndRdx/Rchg:50(3), Thundr-Dmg/Rchg:50(13), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(50)
    Level 1: Subdual -- Enf'dOp-Acc/Immob:50(A)
    Level 2: Scream -- Dev'n-Acc/Dmg/Rchg:50(A), Dev'n-Acc/Dmg/EndRdx/Rchg:50(3), Thundr-Dmg/Rchg:50(13), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(48)
    Level 4: Howl -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(5), Posi-Dmg/Rchg:50(5), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(34), RechRdx-I:50(45)
    Level 6: Mind Probe -- C'ngImp-Acc/Dmg:50(A), F'dSmite-Acc/EndRdx/Rchg:40(7), C'ngImp-Dmg/Rchg:50(7), C'ngImp-Acc/Dmg/Rchg:50(29), C'ngImp-Acc/Dmg/EndRdx:50(37), C'ngImp-Dmg/EndRdx/Rchg:50(48)
    Level 8: Shout -- Dev'n-Acc/Dmg/Rchg:50(A), Dev'n-Acc/Dmg/EndRdx/Rchg:50(9), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(27), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(48)
    Level 10: Psychic Scream -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(11), Posi-Dmg/Rchg:50(11), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(34), RechRdx-I:50(45)
    Level 12: Combat Jumping -- Ksmt-ToHit+:30(A)
    Level 14: Super Jump -- Jump-I:50(A)
    Level 16: Hurdle -- Jump-I:50(A)
    Level 18: Sirens Song -- FtnHyp-Sleep:50(A), FtnHyp-Sleep/Rchg:50(19), FtnHyp-Acc/Sleep/Rchg:50(19), FtnHyp-Acc/Rchg:50(27), FtnHyp-Sleep/EndRdx:50(43)
    Level 20: Health -- Numna-Heal:50(A), Numna-Heal/EndRdx:50(21), Heal-I:50(21)
    Level 22: Stamina -- EndMod-I:50(A), Efficacy-EndMod:50(23), Efficacy-EndMod/Rchg:50(23)
    Level 24: Drain Psyche -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(25), Numna-Heal:50(25), H'zdH-Heal/EndRdx/Rchg:40(29), Efficacy-EndMod/Acc/Rchg:50(40), Efficacy-Acc/Rchg:50(40)
    Level 26: Concentration -- RechRdx-I:50(A)
    Level 28: Shockwave -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(31), Posi-Dmg/Rchg:50(31), Posi-Dmg/Rng:50(31), Posi-Acc/Dmg/EndRdx:50(43)
    Level 30: Amplify -- RechRdx-I:50(A)
    Level 32: Dreadful Wail -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(33), M'Strk-Dmg/Rchg:50(33), M'Strk-Dmg/EndRdx/Rchg:50(33), C'ngBlow-Dmg/Rchg:50(34)
    Level 35: World of Confusion -- CoPers-Conf:50(A), CoPers-Acc/Rchg:50(36), CoPers-Acc/Conf/Rchg:50(36), CoPers-Conf%:50(46), CoPers-Conf/EndRdx:50(46)
    Level 38: Psychic Shockwave -- Sciroc-Acc/Dmg:50(A), M'Strk-Dmg/Rchg:50(39), Sciroc-Dmg/Rchg:50(39), Sciroc-Acc/Rchg:50(39), Sciroc-Acc/Dmg/EndRdx:50(40), M'Strk-Dmg/EndRdx/Rchg:50(46)
    Level 41: Static Discharge -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(42), Posi-Dmg/Rchg:50(42), Posi-Dmg/Rng:50(42), Posi-Acc/Dmg/EndRdx:50(43), RechRdx-I:50(45)
    Level 44: Charged Armor -- Aegis-Psi/Status:50(A)
    Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
    Level 49: Acrobatics -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]4% DamageBuff(Smashing)[*]4% DamageBuff(Lethal)[*]4% DamageBuff(Fire)[*]4% DamageBuff(Cold)[*]4% DamageBuff(Energy)[*]4% DamageBuff(Negative)[*]4% DamageBuff(Toxic)[*]4% DamageBuff(Psionic)[*]7.5% Defense(Energy)[*]4% Enhancement(Confused)[*]50% Enhancement(RechargeTime)[*]88% Enhancement(Accuracy)[*]63.2 HP (5.25%) HitPoints[*]MezResist(Immobilize) 2.2%[*]MezResist(Sleep) 3.3%[*]24% (0.4 End/sec) Recovery[*]80% (4.02 HP/sec) Regeneration[*]8.82% Resistance(Fire)[*]8.82% Resistance(Cold)[*]3.13% Resistance(Negative)[*]2.1% Resistance(Psionic)[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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    Strategy :

    There are several strategies when using a sonic/mental blaster. Depending on whether your solo, or teamed will change to flavor.

    Solo :

    The most prominent strategy when soloing is going to be using sirens song to sleep the enemies, then picking them off one at a time with your 4 Single target attacks. This is definitely the safest route, but can be slower than using your aoe abilities.

    Shockwave is also a terrific power here, using it to start a mob, then follow with howl, then psychic scream will land just as they are getting up maximizing its -recharge duration, then use static discharge jump in and use psychic shockwave when you get up to there. This strategy works for both solo, and effectively on teams. Which is what makes shockwave so versatile, and why i chose it over telekinetic thrust.

    Siren's song is also terrific solo or on teams, to use to sleep the mobs, then run in and get a free drain psyche .

    When soloing bosses, its useful to shockwave them, then get a mind probe, back up and psy scream to halt their recharge before they start to attack, then go to town mixing in shockwave and mind probe to keep them on their backs and weakened as you kill them with your sonic abilities.

    Teaming :

    As mentioned, the biggest component you will be using will be the 3 main cone attacks and psy scream to reap havok to mobs when teamed. Depending on the situation, you may or may not use shockwave. With a wall or corner its always useful, solo or teamed.

    After the aoe volley, go to town with your single target abilities, and use drain psyche when needed. With this build, you have a lot of regen pre-drain psyche, that it isnt necessary to use all the time.

    Against AVs, this is one of the most unique blaster builds in the game. It provides decent -resistance to the AV, in addition to adding psy damage in the mix. Its also wonderful because drain psyche will reduce the AVs regeneration.

    Note, with all the recharge in this build, i only have amplify/concentration 1 slotted. If you are going to be running hasten this is more than sufficient. You could also opt to not use hasten, and put those 2 slots into these powers.
  12. Power Pools :

    Leaping :First thing to look at, is how you wan't your playstyle to be. I find this build to be best suited as a blapper build, using combat jumping and hurlde to quickly enter in and out of melee.

    Flight :This build can also do well with hover, staying out of reach as you use your ranged and cone attacks above the mob, then dropping down quickly for psy shockwave and mind probe and back out.

    Speed :No matter the travel, this is a build that can easily do without, but can benefit through the use of hasten. That choice is up to you. I personally could not fit it, nor needed to fit it into mine until the late 40s. YMMV.

    Leadership : Personally there are too many good powers to pick up to worry about the minimal boosts these powers will give.

    Teleport : I strongly suggest avoiding this pool for this, or most any blaster. Teleport is difficult to use to maneuver around with, and the couple seconds of hover mode can really hurt you. With siren's song, tp foe isn't very useful with this build either.

    Presence : No blaster want's to taunt, however if you did decide to pick up scare, picking up intimidate will help stack mags on a boss.

    Fitness : is advised for any blaster. With this build It is more useful due to hurdle and combat jumping for mobility. Health is always a big help, especially when coupled with regen bonuses and DP. Stamina, is always useful, however with this build once you reach IOs and have DP slotted, it's possible to do without it. But since you probably have fitness for hurdle/health at this point, the extra recovery all the time defienitely has its place.

    Concealment :
    Given the addition of stealth IOs, concealment has less value now than it did before. It's not needed for the stealth factor. And with the tools available to this build is not really needed for phase shift either. I never picked phase shift up on a blaster, nor any other toon. I figure i'm a blaster, i'd rather be dead before i stop attacking :P.

    Medicine : Many people like to pick up medicine on blasters to give themselves a self heal. It can benefit any blaster. However with this build, between health and regen bonuses, drain psyche, and the myriad of tools at your disposal, its quite easy to skip it, but boils down to playstyle. Some people just can't get out of the mindset that they feel they need it.

    Fighting : As with the medicine pool, tough/weave can help, but personally the investement to do so is not worth it, especially factoring epics into the equation in addition to your regen and utilities.

    Epic Power Pools :

    Cold Mastery :A terrific epic set, However not the best with this build. Cold's Biggest components are of course hibernate, and ice storm. With this build, ice storm is devalued given the amount of -recharge psy scream and psy shockwave provide. Hibernate, for the same reasons as phase shift isn't as necessary or useful as it is with other builds. However, it does do its job should you choose to pick it up. Flash freeze is also unnecessary given siren's song in the same build. Frozen armor is a standard defense shield.

    Flame Mastery : A nifty epic set. Char is a basic ST hold, but with this build screech provides the same use. Fire shield is a basic smash/lethal/fire/cold resistance shield. Useful, mostly i only pick them up with my playstyle for the aegis mez resistance IO. Bonfire is also a good tool for area denial to protect yourself should you need it. And Rise of the phoenix is a great self rez, very nice with a blaster to go hog wild :P.

    Force Mastery :A useful set for any blaster. Personal force field is along the same lines as phase shift, but can be used all the time to "stealth" missions. Repulsion field is additionally a nice tool to keep enemies knocked down and out of melee. Not as needed with this build given shockwave, but comes with the nice factor of being autohit.

    Temporary invulnerability is a simple smash/lethal resist shield. Prime for the Aegis unique.

    Force of Nature: The reason most people choose force mastery. IT greatly raises your resistance for 2 minutes. With drain psyche you are for the most part unstoppable while this is on. Drain psyche can be used at the beginning of this power to recovery the health you more than likely lost when you decided to use the power. Then it should be recharged in time to use right before you get the crash to help you recover from it.

    Munitions Mastery : A useful set, providing one of the biggest advantages of an auto resistance power, which for blasters who don't get mez protection is a big help. A good place for the aegis unique and a slot or two of resistance.

    Cryo Freeze ray is also a very nice power. It has the downside of drawing a weapon to use, but provides a much better hold than screech's stun.

    Sleep grenade, is a mix-match of good/bad with this build. Its useful when it doesnt knock back to stack sleep mags on bosses, but when knocking back negates this. Overally skippalbe with this combo.

    LRM Rocket, the snipe nuke! Or the Snuke for you south park fans . Its a great tool, that is effectively like having a second nuke on hand. It has amazing range for this use, with the downside of being interruptible.

    Elec Mastery : I saved this one for last for a good reason. I decided on this in my build for the additional aoe damage in PVE that static discharge provides. With my build i'll show, you can chain aoe mobs with howl, psy scream, and static discharge indefinitely, without the use of hasten, making this a true master of cones build .

    Shocking bolt is also a more effective hold than screech is as a stun.

    Charged armor is one of the coolest resistance shields, and is prime for the aegis unique.

    Empulse, Some people love this power. It provides a nice mag 3 long duration stun on the enemies and a large radius. however it has a base 800s recharge (13.3minute) So its a last resort oh crap power. With this build, i find it unnecessary, however a good place for absolute amazement/stupfy should you have chosing to skip screech (purples)
  13. This is a guide for a PVE based Sonic/Mental Blaster. This build will be broken up into 3 sections: Sonic Blast and Mental Manipulation, Power Pools and Epic Pools, And IO biuld and strategy.

    Sonic Blast : Sonic Blast is a set that uses high impact sound waves to damage foes. It has unique tools and the ability to lower enemies resistances.

    Shriek :

    Shriek is the tier 1 quick blast attack. It has a special defiance bonus of being useable while mezd. It does moderate damage and lowers enemies resistance. It also has a slight boost of a recharge of 3 seconds where most have a 4 second recharge.

    Slotting: 1-2acc, 3damage, 1rech/1end

    Scream :

    Scream is the tier 2 attack in sonic blast that can also be used while under a mez effect. It has a nice quick animation, deals high damage, and futther lowers the enemies resistance. It is one of your main ranged attacks.

    Slotting: 1-2 acc, 3dam, 1rech/1end

    Howl :

    Howl is Sonic Blast's main aoe damage ability. It has a 30 degree angle and a decent 50ft range. It has a cool animation, and lowers the resistance of all enemies it hits, which is terrific during team play, or soloing as well. It can also be used to lower the resistnace for itself with minimal recharge slotting.

    Slotting: 1-2acc, 3dam, 1-2recharge

    Shockwave :

    A very useful power for team and solo play. It is a cone knockback power, that deals some damage, with a short recharge. It is a good place for an extra positron's blast set or kinetic crash.

    Slotting: 1-2 acc, 1end, 1 rech (for use as a knockback power) (5 positrons blast to use as an additional damage tool and kb)

    Shout :

    The heavy hitter of the sonic blast set. It does superior damage to an enemy and lowers their resistance. It has a decent recharge, however has a slower animation than most. It is best used after shriek and scream for a super power packed attack.

    Slotting: 1-2acc, 3dam, 1rech/1end

    Amplify :

    The standard Aim type power. Greatly improves to hit, and good damage boost.

    Slotting: 1-3 recharges

    Siren's Song :

    One of the best things about sonic, is its ability to perma sleep mobs with this power, making it one of the safest soloing tools available to a soloing blaster. It is also a terrific place for bonuses.

    Slotting: 2acc, 2-3sleep, 1-2rech (5 fortunata hypnosis's at 50, 5-6 call of the sandmans beforehand for bonuses)

    Screech :

    A single target mag 3 disorient ability that additionally lowers enemies resistance. It is a good tool to use after sirens song to start on enemies to keep them from attacking as you pick them off one by one.

    Slotting: 1-2 acc, 2-3stun, 1-3 recharge (5-6 stupefy, or absolute amazement provide good bonuses)

    Dreadful Wail :

    The nuke! Dreadful Wail is an amazingly cool tier 9 nuke. it provides a stun component and further lowers resistance to enemies as well as dealing extreme smashing/energy damage.

    Slotting: 0-1acc, 3dam, 2-3 rech (5slotted with IOs, see build)

    Now onto the second half of the build

    Mental Manipulation

    Mental Manipulation is a terrific set that provides great extra damage and control to a blaster through the use of psychic intimidation and force.

    Subdual :

    Subdual is the basic tier 1 immobilize available to blasters. It is nice because of its psychic damage, however it has the longest DoT outside of combustion making its damage next to worthless on a blaster, but at least it looks cool :P.

    Slotting: 1acc

    Mind Probe :

    The tier 2 ability, one of the best single target melee attacks available to blasters. It does high damage, has a sweet and fast animation, is pure psychic damage, and even does a hefty 40% recharge debuff to the enemy.

    Slotting: 1-2acc, 3dam, 1rech/1end (5-6 crushing impacts is terrific here)

    Telekinetic Thrust :

    A useful ability that uses psychic force to knock back enemeis and deal moderate damage. With minimal recharge it can keep an enemy permanently knocked down for a fight.

    Slotting: 1-2acc, 1rech for knockback, 5-6 crusing impacts to additonally use as an attack.

    Psychic Scream :

    You know it, I know it, everyone knows it. This power rules, and is one of the main reasons to choose mental manipulation. It has great damage, a large cone, and a hefty -recharge debuff to the enemies. A great place for positrons blast as well.

    Slotting: 1-2acc, 3dam, 1-2rech (5pos blast + 1rech)

    Concentration :

    The standard build up power.

    Slotting: 1-3recharge

    Drain Psyche :

    One of the most unique and useful powers available in the set. Drain Psyche saps the enemies regeneration and recovery, and transfers some of it to yourself! A terrific power, that IO slotting helps greatly.

    Slotting: 1-2acc, 3rech, 1-2 heals (see IO build for slotting)

    World of Confusion :

    One of the coolest looking/sounding powers in the game. World of Confusion creates a giant pinkish bubble around you that damages and confuses oponents. However, its damage is fairly small and procs slow, making it more useful as a confuse ability. The confuse also procs slowly, and has a short duration. This power is best used as a house for the coercive persuasion set and the contagious confusion IO to get better benefit from its confuse aspect.

    Slotting: 1-2acc, 2-3confuse, 1-2end (5 malaise illusions, then 5 coercive persuasions at 50)

    Scare :

    This is a single target foe fear ability. It has a 20 second recharge and 8.34 base fear duration. It's not as useful as screech outside of very few enemies. It is a power i feel was placed here mostly to be used for PvP purposes. If picked up, its a good place for the glimpse of the abyss set for additional recharge.

    Slotting: 1-2acc, 3fear, 1-2rech (5glimpse of the abyss)

    Psychic Shockwave :

    The superior tier 9 aoe damage ability in mental manipulation. It has one of the coolest animations, does superior damage, has a hefty -recharge on it, and has a chance to stun enemies as well. Its a great power to use before dreadful wail to further ensure death, and chance at disorienting the bosses to help after you lose your endurance.

    Slotting: 1-2acc, 3dam, 1-2recharge
  14. Forgot to mention for sonic/mm that sonic's -resist increase the psy damage :P.

    Also, i know you didnt mention purples, but you really should for world of confusion. The purple set for confuse is REALLY cheap, easily enough to use as if it wasnt a purple set.

    For DP, this is how i have mine slotted.

    3 numinas: heal, heal/rech, heal/end/rech

    HH heal/end/rech

    Efficacy adapter: acc/rech, end mod/acc/rech

    Yields 41%ish acc, 37.65%end redux, 18.35% end mod, 93.1% heal, and maxed recharge. That's using level 35s btw, using level 50s would obviously make those higher. My sonic/mm build has 88% acc bonus as well so thats enough acc slotted in DP for me :P.

    The bonuses are: 12% regen, and 3%max hp.
  15. And here is the build/afterthoughts portion:

    Hero Plan by Mids' Hero Designer 1.4006
    http://www.cohplanner.com/

    Ice EM regen IO: Level 50 Magic Tanker
    Primary Power Set: Ice Armor
    Secondary Power Set: Energy Melee
    Power Pool: Flight
    Power Pool: Fitness
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Frozen Armor -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(5), S'dpty-Def/EndRdx/Rchg:40(7), S'dpty-Def:40(7)
    Level 1: Barrage -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(40), C'ngImp-Acc/Dmg/EndRdx:50(40), C'ngImp-Dmg/EndRdx/Rchg:50(50)
    Level 2: Energy Punch -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(3), C'ngImp-Acc/Dmg/Rchg:50(13), C'ngImp-Acc/Dmg/EndRdx:50(33), C'ngImp-Dmg/EndRdx/Rchg:50(34)
    Level 4: Bone Smasher -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(5), C'ngImp-Acc/Dmg/Rchg:50(43), C'ngImp-Acc/Dmg/EndRdx:50(43), C'ngImp-Dmg/EndRdx/Rchg:50(46)
    Level 6: Chilling Embrace -- EndRdx-I:50(A)
    Level 8: Hoarfrost -- Numna-EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(9), Numna-Heal/EndRdx/Rchg:50(9), Tr'ge-Heal/Rchg:30(11), Tr'ge-Heal/EndRdx/Rchg:30(11)
    Level 10: Wet Ice -- EndRdx-I:50(A)
    Level 12: Hover -- Frbd-EndRdx:50(A), Frbd-Fly:50(13)
    Level 14: Fly -- Frbd-EndRdx:50(A), Frbd-Fly:50(15), Flight-I:50(15)
    Level 16: Whirling Hands -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/Rchg:50(17), Sciroc-Acc/Rchg:50(17), Sciroc-Acc/Dmg/EndRdx:50(21), C'ngBlow-Dmg/EndRdx:50(37), C'ngBlow-Acc/Rchg:50(42)
    Level 18: Glacial Armor -- S'dpty-Def/EndRdx:40(A), S'dpty-Def/Rchg:40(19), S'dpty-Def/EndRdx/Rchg:40(19), S'dpty-Def:40(21)
    Level 20: Swift -- Flight-I:50(A)
    Level 22: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(23), Numna-Heal/Rchg:50(23), Heal-I:50(34), RgnTis-Regen+:30(43)
    Level 24: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(25), Efficacy-EndMod/Acc/Rchg:50(25), Efficacy-EndMod/Acc:50(34)
    Level 26: Energy Absorption -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(27), Efficacy-EndMod/Acc/Rchg:50(27), Efficacy-Acc/Rchg:50(29), LkGmblr-Def/Rchg:50(31), LkGmblr-Def:50(31)
    Level 28: Icicles -- Sciroc-Acc/Dmg:50(A), Sciroc-Dmg/EndRdx:50(29), Sciroc-Acc/Dmg/EndRdx:50(31), Sciroc-Dam%:50(33), M'Strk-Dmg/EndRdx:50(42)
    Level 30: Build Up -- RechRdx-I:50(A), RechRdx-I:50(46)
    Level 32: Hibernate -- Numna-EndRdx/Rchg:50(A), Numna-Heal/Rchg:50(33), Numna-Heal/EndRdx/Rchg:50(37)
    Level 35: Energy Transfer -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/Rchg:50(36), C'ngImp-Acc/Dmg/EndRdx:50(36), C'ngImp-Dmg/EndRdx/Rchg:50(37)
    Level 38: Total Focus -- C'ngImp-Acc/Dmg:50(A), C'ngImp-Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/Rchg:50(39), C'ngImp-Acc/Dmg/EndRdx:50(39), C'ngImp-Dmg/EndRdx/Rchg:50(40)
    Level 41: Char -- Apoc-Acc/Dmg/Rchg:50(A), Apoc-Acc/Rchg:50(42)
    Level 44: Fire Blast -- Apoc-Dmg/Rchg:50(A), Apoc-Dmg/EndRdx:50(45), Dev'n-Acc/Dmg/Rchg:50(45), Dev'n-Acc/Dmg/EndRdx/Rchg:50(45), Acc-I:50(46)
    Level 47: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(48), Posi-Acc/Dmg/EndRdx:50(50), RechRdx-I:50(50)
    Level 49: Permafrost -- S'fstPrt-ResDam/Def+:30(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]3% Defense(Smashing)[*]3% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]3% Defense(Energy)[*]3% Defense(Negative)[*]3% Defense(Psionic)[*]3% Defense(Melee)[*]3% Defense(Ranged)[*]3% Defense(AoE)[*]31.3% Enhancement(RechargeTime)[*]68% Enhancement(Accuracy)[*]238.9 HP (12.8%) HitPoints[*]MezResist(Immobilize) 11%[*]6.5% (0.11 End/sec) Recovery[*]158% (12.4 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]6.25% Resistance(Negative)[/list]


    <font class="small">Code:[/color]<hr /><pre>| Copy &amp; Paste this data into Mids' Hero Designer to view the build |
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    And yes, as mentioned, slotting slow into CE does NOT improve the -recharge factor of the power. Base -speed is good enough, and between it and icicles, whirling hands and fireball, you dont not have to worry about losing aggro. Also the -spd lasts 5 seconds if they leave the area IIRC as well.

    If anything, swap the end IO for a level 50 tempered readiness end/rech/slow, and its good enough for what the power needs. Also, if you dont need the extra ACC on fire blast with my slotting, pop its slot to char, and ditch the heal/end/rech or end/rech from hibernate into char through a little finangling, and you can get 12% more regen out of it that way, and you lose 1.88% max hp. Worht it in my opinion since your at hp cap during hoarfrost phase anyways, so the +regen helps more at that point. And given that hibernate cant be used 60 seconds after you last use it. By doing this instead of hiberante recharging IN those 60 seconds, it recharges in only 65 seconds with this build by doing so, nothing to really care about.

    Don't forget to plug it into mids. The regen % under the bonuses didnt change for some reason. Perhaps because they list numina/regen tissue uniques as procs not bonuses most likely. Also don't forget what i said about ditching the one slot from hibernate, and the extra acc which IMO you wont need from fire blast, and putting both into char to squeeze out an additional 12% regen. If the bonus lists not the uniques cause theyre procs, then it takes that to 170%regeneration, compared to your 138%, And it attacks better, And it has more defense. Also, run the numbers, that 15% lotg loss (which dont forget i have 3 more sets of crushing impact than your build, thats 15% to match one of the lotg i dropped out of the two. But it doesnt even come close to adding the extra damage through the aoe attacks than icicles damage brings to the table. Also dont forget fireball and whirling hands in my build recharges faster through slotting anyways :P.
  16. Ok apparently my post was too long cause it kept saying the url could not be found, so i'll break it up to 2 posts, before my build, and then the 2nd on the build and some after thoughts:

    [ QUOTE ]
    4 slotted Health. I did this so I could keep it at max regen (103% ENH bonus with the ED reduction), as well as add a nice Numina's +12% regen into it. This way it gives a nice 93.2% regen, unlike the normal 79% after 3 health Enh bonus's.


    [/ QUOTE ]

    Uh, you REALLY need to swap a few IOs around. I don't know WHY you have the numina unique in hoarfrost instead of in health, when health is a perma bonus, not just 2 minutes after you cast hoarfrost, and the unique in hoarfrost even reduces enhancing of an actual power where it doesnt in 4 slotted health. Pop the numina unique into health, add a numina heal, then numina heal/rech for 1.88% max hp, and a 50 common heal IO into health and viola, 110% regen, and 1.88% max hp out of health, and you can slot a USEFUL IO into hoarfrost now, such as a DW heal/rech. And ditch the heal/end numina as well. You don't need 3% hold resist, especially as an ice tanker, nor do you get ANY benefit of the 6% heal bonus as hoarfrost has resist so this does not boost that. Add a DW heal/end/rech in its place as well. Or use heal/rech, heal/end/rech from triage for 4% more regen, capped recharge, and 85% heal enhanced, this is in addition with a numina end/rech, heal/rech, and heal/end/rech IO, for 5 slots, I would try to 6 slot it with the triage heal/end for max heal, and .75% max hp as well when hoarfrost is down.

    Additionally, stamina. There is no reason to get and 2 slot recall friend, when stamina is only 3 slotted. You get MUCH better use by putting that slot into stamina, and using 4 efficacy adapters. You will still cap your recovery, and you will get: 1.13%max hp bonus, 1.5% recovery bonus, and 10% REGEN bonus. Which for just moving that slot, right there alone is 2% more regeneration, for no loss, and better other bonuses as well.

    With this in mind, you can start by not slotting hover with lotg (better bonuses, and additionally saving you inlfuence by not buying lotg). Also, you can enhance Energy absorption the same way. I use 2 lotg, and 4 efficacy adapters in mine. That way i get good defense, (by droping the def/end you have in there the defense loss is MINIMAL), and then you get the bonuses from the 4 efficacy adapters that i mentioned in stamina.

    Likewise, as i suggested because of stamina or energy absorption use of efficacy adapters, then you can ditch the lotg in hover since you can cap the 5 10% regen bonuses elsewhere, and then put 2 Freebirds into hover, for an ADDITIONAL 8% regen that your build currently does not have.

    Also, ESPECIALLY with ice armor, you can do without taunt due to chilling embrace + icicles. Let alone you don't need to slot it for sure. But if you keep those slots, you can also save some money by dropping the LOTG you are using somewhere, and putting in 3 perfect zingers, which can give you 10% regeneration that way as well.

    Also, why bother with rope-a-dope in barrage/bone smasher? They dont need stun enhanced. Drop the rope a dopes and put in some USEFUL punding slugfest IOs so you can at least give them some damage slotted. It also has 8% regeneration for 2 of them instead of rope-a-dope which gives only 6% regneration. This way you enhance them with some damage, and you gain 4% MORE regeneration than you have now as well.

    Also, SAVE SOME SLOTS! in frozen armor, and glacial armor, you do NOT need 5 of them as you dont need the 2.75% hold resistance. You have great protection from wet ice, not to mention your high defense means you dont get hit in the first place. The ONLY thing that will hold an ice tanker is ghost widow, and those wont really help much there anyways.

    So instead, drop the defense/recharge IO you have in there. The global 7.5% recharge ALSO boosts defense by the same amount as the defense/recharge IO. So if you use 4 of the lotg, with the global 7.5% in its place, you still cap your defense, and lose NOTHING by dropping that def/recharge IO. Then put those 2 slots you save in the other powers that i mentioned, or for crying out loud slot bone smasher up some more as you are gaining these FREE slots. And yes, they truly are free, no loss of anything at all by doing this.

    Again, also with hibernate you do NOT need to use that many numinas. The 6% heal bonus is WASTED completely here. As is the 3% hold resistance for the most part. As hibernate doesnt even need slotted really now that it has a 60s timer before it can be used again anyways. I strongly suggest hasten with this build, for hoarfrost, energy absorption, and hibernate, and of course your attacks. You definitely do not need permafrost, drop that and put hasten in its place. Then use some of the slots mentioned to 3 slot it. With energy absoprtion and hibernate you definitely do not have to worry about hasten taking too much endurance, besides it makes energy absorption recharge faster which promotes even BETTER endurance. BTW, you already cap cold resistance without permafrost anyways, and outside of demon farming, fire damage is not that prevalent to really worry about. Including chilling embrace my ice tanker has 30% resistance to fire without permafrost which is dandy enough for me considering everything else as well. I picked it up at 49 just to slot a steadfast 3% defense IO in it. Which i strongly suggest dropping recall friend for. With ice armor, the 3% defense is WAY better than 8% regen you could get out of recall friend anyways. You don't need to regen what you dont get hit from, and with ice armor this is more prevalent that pretty much ANY other set (besides IOd SR).

    Also as mentioned, especially as ice armor i STRONGLY recommond ditching taunt for icicles. Chilling embrace + icicles is the best aggro in the game. And if there is anything ranged to pull off, you have fire blast and fireball to pull aggro and you WILL keep it when chilling embrace touches them.

    Also, what's youre budget, because 2 purple ranged IOs will grant an extra 16% regen that you do not have right now as well. Also, do you HAVE to go fly? I never suggest it for a melee toon, hurdle/cj/sj is much better, but you can slot the 8% regen so i can get by keeping it if your main plan is a % regen build, just as long as its slotting doesnt hinder other +regen bonus chances.

    Also, with hibernate, not even losing slots, just changing the IOs around, ditching the 2 wasted numinas, and slotting 2 triage is an additional 4% regen you didnt have before.

    Also YIKES, your missing energy punch. If your only going to have a couple of attacks, personally energy punch + bone smasher are MUCH better than the use youll get out of energy transfer + total focus. Not to mention earlier on.

    And while its nice to 6 slot crushing impacts, you can actually get by with 5 of them especially if using level 50s. Can save you slots to put elsewhere as mentioned. Again, i dont know your budget, but you can aslo put 2 purples into char, for 4% more regen than the devastation, in addition to higher enhance values. Or clearing up some slots as i've mentioned, 2 purples, and 2 devastations, now youre getting 28% regen out of char.

    Additionally, from one of the slots saved that i mentioned you could put the regen tissue unique in health as well. Starting from scratch on your dropping the slot in recall friend for the regen tissue into health will grant 17% more regen than your build has now.

    Also, using 2purps, and 2 devastations into fire blast, i got 40% acc slotted, capped damage, 51%end reduction, and 72%ish recharge slotted. With your acc bonuses that can be enough and save you 2 slots there as well. Capping its recharge would cut out about .3seconds max IIRC *builds not even finished yet so even less) And its end is more then enough slotted, so the only thing i would debate on it is more acc. Toss in a t-strike acc/dam/rech in there (or if the power takes taunt im not sure on that one) toss in a mocking beratement acc/rech IO. Either way you can at least save 1 slot from it to put elsewhere as mentioned.

    Personally i woudlnt bother with the positrons damage proc in fireball, and slot a recharge to have it up more often.

    Here is a build i picked up on mids. Saves money on LOTG as well, but check its stats for everything. Total regneration lists as 432%. When i exported for some reason it wasn't updating the regen values. Said 158% regen first time, then i put in regen tissue and still said 158% so i don't know if i'd trust that go by what mids has. Either way showing more regen than your build has so take a look. Not to mention, it fully uses barrage, energy punch, bone smasher, ET, and TF as attacks. And every attack is under half its original recharge without hasten in this build even. Its IMO better all around, for the regen you were going for, and as a character in general. (note, castle is working on barrage, it WILL be worth using in issue 13 which wont be too long, and even slotting now you can use the bonuses till then and in the lower levels.
  17. [ QUOTE ]
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    This thread is solely for discussions regarding claw animation changes. From the Issue 7 Training Room Patch Notes:

    "The Claws Power sets for both Scrappers and Stalkers have new animations for the powers Swipe and Strike. The animation for Slash has been replaced with the old Strike animation in order to better match the cast, recharge and damage values."

    All off topic posts will be removed. Please do not post any feedback before testing out this new feature.

    [/ QUOTE ]

    Aw i liked the way the animations were before. The current live slash is the best animation for the power IMO. Not sure what strike and swipe were changed to but i know swipe is useless anyways so dont really care on that. I felt strike was fine as well but we'll see what its new one is like. I do know not only was the current live slash fine, but the strike animation for it makes no sense whatsoever. Its a slash, how is stabbing a guy in the gut making sense for a power named slash?????

    [/ QUOTE ]

    'We'll see what this new one is like?'
    You realize that you're quoting issue SEVEN patch notes right?

    Edit&gt; Jacobi beat me I hates U

    [/ QUOTE ]

    LOL! I apologize, well lets just say we had a little bit of "extra" booz and had to get rid of it XD. Friends don't let friends post drunk!
  18. [ QUOTE ]
    This thread is solely for discussions regarding claw animation changes. From the Issue 7 Training Room Patch Notes:

    "The Claws Power sets for both Scrappers and Stalkers have new animations for the powers Swipe and Strike. The animation for Slash has been replaced with the old Strike animation in order to better match the cast, recharge and damage values."

    All off topic posts will be removed. Please do not post any feedback before testing out this new feature.

    [/ QUOTE ]

    Aw i liked the way the animations were before. The current live slash is the best animation for the power IMO. Not sure what strike and swipe were changed to but i know swipe is useless anyways so dont really care on that. I felt strike was fine as well but we'll see what its new one is like. I do know not only was the current live slash fine, but the strike animation for it makes no sense whatsoever. Its a slash, how is stabbing a guy in the gut making sense for a power named slash?????
  19. [ QUOTE ]
    Also, the Miracle is Better than anything I can get with more slots in Stamina, Because the Miracle is active at any level where I have Health available. I did a lot of math to figure this out, the Uniques in Health are better than any combination of set bonuses I can get in Stamina or anything else I didn't slot with Sets.


    [/ QUOTE ]

    Well no its not that my stamina slotting gives more recovery than the miracle in health, it's just that how MUCH more. If with stamina slotted and no miracle unique and that small difference is ok and your end is still fine then you just saved 40 mil and gained 10% regen. I'm not talking about both uniques, just the miracle. If you can do without it, i say by all means do. I checked mids, the difference is 13% less recovery without miracle. So that's 40 mil for 13% recovery net value. So my slotting is 13% less recovery total, but 10% more regen. So if after that your end is still ok, then its like 10% free regen if you dont have any end issues at that point anyways.
  20. I don't know why but the title does just make me a little ornary my apologies on that.

    But some of the things i mentioned still can help improve without losing some of the things youre going for like only 2 slotting CP for example instead of 3 slotting i mentioned the difference. If your end is so good you probably dont even need, or at least need to slot CP. Also as to thing like stamina, for the extra recovery you get by doing my proposition if it helps you to not need that miracle thats 40 mil saved the more power to you.

    The powerboost issue, like with aim/bu, my blasters with set bonuses and acc slotting are always at the cap, i know because i check the combat log and it tells me "attack had a 95% chance to hit and rolled a blah blah".

    Things like steadfast/aegis. As you mentioned its still very good for situations with short mez already, and things like teaming where its not worth using a BF for, but it helps get you back in the fight so you can kill faster :P.
  21. I was up for more slots, but individual to a certain server? If positron didnt just it i'd say it was a joke because this is ludicrous. As someone mentioned when your playing multiple servers already just how expensive this get. I really can't believe its like this instead of like 2 slots per server like the GVE edition was. I'd much prefer paying like 10 bucks for like 2 slots per server which is what the GVE editions rouh value turned out as or whatever. But PER server. This "select one" server stuff is crap. The couple free is just bait, thats only 2 slots, not 2 per server. If people saw past that enough and saw exactly how much your paying for each slot, especially to altoholics, its obsurd.
  22. [ QUOTE ]
    You do not have a blaster with higher HP than me, as I am at the cap.


    [/ QUOTE ]

    First off thats a brash statement, you don't know what i have, and i never said you werent at the cap, and never said i had a blaster wiht higher Hp than you either. I will say though that its not just about being at the HP cap, i mentioned a couple things to get some more regen. Just a brash example, take a capped hp with no regen build verses one wiht near cap with good regen, the latter works better. I'm not saying you might not be at the cap, but being near it in favor of more regen is a more than acceptable tradeoff resulting in a more effective setup.

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    In i4 I found that with only 1 acc I missed more than I wanted. I like being able to fight +3s without worrying about getting especially unlucky.


    [/ QUOTE ]

    I did too, what i meant was MOST people did 1acc/5dam. Thats why the statement you said was misleading. I always did 2acc/4dam as well unless i had another form of accuracy to help me.

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    Power Boost is very effective for ToHit buffs, Defense (PFF), Hover and Run speed, and Stuns most of all.

    [/ QUOTE ]

    As mentioned especially with your slotting for bonuses your way past the cap for defense. And with acc, slotting, and set bonuses, the base to hit from build up and aim should be more than enough to not need powerboost to, well, even affect it. The cap is the cap. Stuns, yes though.

    I understand concept, but a lot of what i suggested can increase effectiveess without loss to things like max hp. Again i understand your concept, but its still misleading unnecessarily. Energy/energy max HP guide would do the same and not mislead. As to concept, you mentioned high run/fly speeds being part of the concept, which is not an aspect of willpower at all not making sense there either.
  23. [ QUOTE ]
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    His description suggests to me that that is powers + IOs + set bonuses. If those numbers didn't include powers then Power Boost wouldn't improve them.

    [/ QUOTE ]

    Yeah, powers + bonuses + enhancements. Then, PowerBoost really kicks it up.

    After Combat Attributes window was added, I got screenshots of all toggles on and what the pre and post Powerboost did:

    http://boards.cityofheroes.com/showflat....rt=all&amp;vc=1

    [/ QUOTE ]

    Forum not found. And powerboost only affects certain secondaries, for this build, the only things it affects are the knockbacks of your attacks, and pretty much hover/run, maybe teleport speed/ranges. TBH i'd personally have a good shot at not even taking powerboost on an energy/energy build. And while it may boost the to hit on aim/bu, it really shouldnt be needed for that, if it is, something is terribly wrong.
  24. [ QUOTE ]
    &lt;qr&gt;

    An update: The Aegis: +Psionic and Status Resistance doesn't work effectively in Force of Nature. One can either move it over to Temp Invulnerability or remove it in favor of something else.

    I removed it and put a 6th slot in Hover to add Karma: Knockback Protection, just in case I get mezzed or -Fly'd.

    Another good alternative would be to add a Stun IO in a 6th slot to Total Focus.

    [/ QUOTE ]

    Your still missing the steadfast unique :P. Personally, especialy when getting mezd in the later levels, the aegis unique is more imporant that even resist slotting on temp invuln. I'd slot the steadfast/aegis uniques into it before i'd ever consider slotting for resistance. Its base helps enough (plus whatever you get from the resistance portion of the steadfast unique).