Ace_of_Hearts

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  1. Ace_of_Hearts

    Maps

    Fab list Noobbuster. No Sharkhead though (*sniff).

    A Grandville map would be nice as well. I dont suppose the devs have any plans to introduce other maps in the future?
  2. Ace_of_Hearts

    Maps

    I'm looking for a Sharkhead Isle map. Speficially the one that features on the "Bust the Dockworkers Strike" Mission - where you get the Strikebuster Badge.

    Its not on the main content. Anyone know if this map is unlockable?
  3. Thank you both, that clears up my questions.

    Having designed my build on Mids I think my aforementioned MM will have about 30% ranged, melee and AOE defence and a little bit of resistance. I could redo it so I had about 25% melee defence and about 38-40% ranged defence but thought I would keep them more equal.

    Does 30% sound high enough? Could I go toe to toe against most enemies? Anyone have any ideas.

    BTW my tankermind is a necro/dark - yes I know Bots/FF would be better but i like zombies
  4. This is sort of a three part question. I normally wouldnt bother looking at numbers and have generally stayed away from the whole IO thing but recently taken an interest.

    Currently slotting my Mastermind for Defence with the overall hope of making a Tankermind build (dunno if its possible just thought I would give it a go) but there are a couple of things that are confusing me:

    1. Start with the noobish question - am I right in thinking that defence is the probability of an attack hitting you whilst resistance affects the damage done. So a resisted attack will still hit but will do less damage whereas a defended attack decides whether or not the attack hits at all?
    2. 2nd question - how does defence actually work? Say for example, I have a ranged defence of 30% and a fire defence of 30% does that mean that if a critter uses a fire bolt attack there is a 60% chance of it not hitting (combined range and fire defence)? Or does it mean that there is a roll to see if the ranged attack hits and if not then checks to see if the fire attack hits and if not I defend against it. Can someone explain please?
    3. How does defence work against mez effects? taking the above example what if instead of fire bolt, someone used fire cages? and if i successfully defended against the fire element of the attack would I also automatically defend against the immobilise? I know you can protect against mez effects separately but is that necessary if your overall defence is high enough?

    Please help. I'm confused!
  5. Ace_of_Hearts

    Dreaming of CoX

    I defy anyone out there to do a late night Synapse TF and go to bed NOT hearing the tick tick ticking of clockwork!

    Happened to me twice.
  6. Ace_of_Hearts

    Earth / ?

    So are we saying that a better combination may be:

    Spring = Plant / TA
    Autumn = Earth / Thermal

    Hadnt thought of that. Thermal could just about fit into the autumn concept at a push. I'm tempted.... very tempted
  7. Ace_of_Hearts

    Earth / ?

    [ QUOTE ]
    Have you considered Plant/Kin for Spring, to aide with the growing concept, and Earth/Thermal will then be open with Thermal providing more of a thematic colour theme. (autum Leaves etc)

    [/ QUOTE ]

    No I hadn't but worth thinking about. Thanks.

    [ QUOTE ]
    I wonder how well Oil Slick Arrow would work to help Earth's low damage output.

    [/ QUOTE ]

    Doesn't volcanic gasses cause fire damage? Thinking... slap down an oil slick arrow, slap down a volcanic gasses. laugh in glee at general mayhem. Although the recharge would be a killer. Would have to slot for that. Time to remortgage the house for more influence.

    [ QUOTE ]
    If you solo a lot then it'll be a bit slow and dull to be honest. Earth specialises in AOE control and as I said TA is a late bloomer (with the 3 last powers all being huge AOE ones). If you're set on doing it then try and get Air Superiority and / or Earths single target immob slotted for damage. Quicksand (and Acid Arrow) & the Vet Rewards are a good combo too, Quicksand and Acid Arrow make them easier to hit.

    [/ QUOTE ]

    TBH Winter Goddess isnt exactly speed manifest when it comes to soloing - shes only level 21 and hasnt got Jack Frost, Tornado or Lightening Storm yet. I actually deleted and rebuilt about five times before I made her interesting. I now have her with air superiority and chilblain slotted for damage and was expecting to do the same for Autumn. Plus my solo tactic is to ghost as many missions as possible and rely on the xp gained from mission completion until I get some nice damage. I tend to do that on all my toons and find it works for me.

    [ QUOTE ]
    Oil Slick is a great power, but it's not up that often. And if you're soloing a lot of that damage potential is wasted on just 2 or 3 targets (I get around it by using Wormhole to gather a second bunch before setting it up).

    But yes that reminds me, if you are going */TA make sure to be Magic or Tech for lighting Oil Slicks.

    [/ QUOTE ]

    Hadnt thought of that. All four Goddess' are magic origin so it fits!

    BTW thank you to everyone who has replied so far
  8. Ace_of_Hearts

    Earth / ?

    Ok let me set the scene, I have the idea of making four concept toons named after the four seasons. So far I have Summer Goddess (fire/rad Level 50 - main badger) and Winter Goddess (ice/storm level 21) and I wish to create Spring Goddess and Autumn Goddess - if only to keep the theme going. All four will be controllers (because I love em).

    The idea is that all four Goddess' will have different primary and secondaries so that means Spring and Autumn will have to be different from Fire / Ice primaries and Rad / Storm secondaries. I've more or less decided that Spring Goddess will be a Plant / Thermal troller and Autumn will be Earth / ?

    My choice is empathy, trick arrow, force field, sonic and kinetics. I already have another kinetic controller so dont really want to use that much. Sonic and FF are more suited for group play and I solo a lot. This leaves TA and Empathy. I am a useless healer so ideally would like to stay away from empathy, so that leaves TA. TA can also fit into my concept better than the others.

    Having never played either earth or TA before I dont know what its like or whether they work well together. Can anyone give me any tips? Or can anyone suggest tips for any of the other secondaries for Autumn?

    While I'm at it any help you can give me on Springs build (plant / thermal) would also be nice

    Thanks
  9. [ QUOTE ]
    Good memory!
    [ QUOTE ]
    Nerva has one map where you fight the Back Alley Brawler its kind of in a square area - cant remember the name.


    [/ QUOTE ]
    This reminded me that there's at least one in the north of Nerva (Primeva or similar) where you have to defeat a longbow hero stood on some stone structure/monument after going through the water.

    [/ QUOTE ]

    You're right there is!
  10. [ QUOTE ]

    I'd imagine that the ones currently ingame such as the Cap Au one from the "Protect the Transmitter" RWZ mission, the Sharkshead Industrial one from the RWZ destroy the bombs (and the villains Destroy the Ring mish) and the Grandville one you mentioned should be there but I don't know if there are currently instance maps for bits of Mercy, Port Oakes, Nerva and St Martial ingame (does one of the Johnny Sontana missions have an instance of St Martial in it?).

    [/ QUOTE ]

    From Memory these are the following outdoor villain maps I can remember playing (I prefer the villain ones I think they just look better):

    There are three small maps of Mercy - two in Kalindas arc and one in Matthew Burkes arc. These are a very small part of the docks, the bit by the clocktower and part of the helicopter base. These maps are small but easily identifiable as Mercy.

    I cant remember there being anything in Port Oakes - except a map round by the dry dock area of a ship that I think appears in Mister Bocors Arc (one where you have to defeat Sea Witch).

    Cap has the PTS system and two parts of Aeon City - one mentioned before featuring destroy the generators mission and the WSPDR building and the second is in the STF which includes the main square the globe featuring Aeon Corp.

    Sharkhead has a few maps - one of the big industrial factory where the cage consortium hang out and one by the docks where you have to take care of some striking dockworkers and part of the Freakshows hideout, looks like a shanty town. Cant remember what its called but usually a good map for freakshow and miners. There is also the bit round by the Oil Rig - where the skyraiders usually hang out

    Nerva has one map where you fight the Back Alley Brawler its kind of in a square area - cant remember the name.

    St. Martial has an area just outside the Pyramid Casino and a second area where the wailers hang out which I think is part of the North East area of the map.

    Grandville has, of course, the part of Spider City in the STF and the island where you destroy the cables (also featured on STF).

    Needless to say I would like ALL these maps included.

    But my wish list does not stop there. I would also like to see as mission maps:

    Mercy Island - The fort where you start off, Ghost Widows tower, the main part of Mercy Town
    Port Oakes - Docklands, Arena, the Arachnos Building, Villa Montrose, Fort Hades (to name but a few)
    Cap Au Diable - The Airport ("Stop Someone Escaping by Plane" missions)
    Sharkhead - Potters Field both the Graveyard and the Mining Bit. Also the Villa area (cant remember the name - tends to be a few family and skyraiders there though)
    St Martial - The Carnivals Circus, the "Strip" with all the Casinos on (Vegas Anyone)
    Grandville - Part of the slums by the Television / Westin Phelps contact. Part of the north end of the map where the Arachnoids hang out.

    I know thats a huge wishlist and probably I am expecting far too much. Its just my little ideas.
  11. [ QUOTE ]
    I'd also love if they gave us some instance areas to play with, like the Wolf's Throat + Council Base from Striga (Sneak into Council base, anyone?)

    [/ QUOTE ]

    /signed

    It would be nice to have some outdoor instance areas from the Rogue Isles not just Paragon. The PTS system from CAP, Pyramid Area from St Martial, Docklands area from Sharkhead and the area in Grandville that features in the last mission of the STF. I would love to see these
  12. I like the spooky hospital map featuring Malaise and Mother Mayhem which I know is just a normal abandoned office with different furniture but I actually think its really creepy
  13. I have a mind/kin that I currently have at lvl 41 and I love playing him. I mainly solo but do a bit of teaming with tfs and trails and the such like.

    Knightly is right with Mind controls abilities on an AV and soloing EB's can also be a bit of a pain in the backside. The only way my poor mind/kin can go up against them and cause any kind of significant damage is to pop a few purples and damage them using the blackwand. If you dont have the blackwand then probably Knightlys tactic of sleep will do the trick but I dont have mass hypnosis so cant comment.

    That said my mind/kin did have the easiest time doing the final mission of Mender Lazarus' TF solo (and I've tried it on several controllers all of who end up with more debt than a third world country). The secret was the mass hold and mass confusion supported by terrify - which is set defining in my opinion. When using siphon speed and hasten their recharge is pretty good so you can fire them off when being overran by the ambushes summoned by the EB's - when they're confused they even help you take the EBs and each other down (which is hardly surprising as that is the whole point). I would theorise the same would be true on a large group TF when the AV is surrounded by minions.

    Something that I have noticed is that mind/kin is great for pulling. Siphon Power will pull quite well at a fairly good distance and I have noticed that if you slot confusion with a chance for damage proc you can pull an AV, EB or boss without bringing half his mob with him.I noticed this, again, on Mender Lazarus TF when you are taking on three EB's at the end and this tactic managed to separate them quite easily. I havent tried it on others but would suggest it may be worth an attempt on an STF or even the ITF to get Rommy away from his Nictus.

    Also dont forget that a kin is a speed demon so getting perma-hasten isnt as bad (or expensive) as some other builds - but you'd know that having played a kin before.

    One thing about mind control I've noticed is that its a really good damage set (AV's aside) from levels 1 to 40 but I've noticed after level 41 there tend to be a few more psionically resistant enemies about (the carnival, nemesis etc). Levitate is absolutely essential when soloing anything mechancial or the Ladies of Arachnos (dont even talk to me about Night Widows) because its the only thing that causes significant damage to psionically resistant enemies.

    Those observations are just what I have experienced while playing the game. Hope that helps.
  14. Ace_of_Hearts

    Tankermind

    As promised here is my build for a tankermind using Necro/Dark. I dont profess to be an expert at this so any comments would be appreciated and the MM that I am trying it on is currently only lvl 16. This build would be what I would do if I took him all the way to level 50.

    At the moment he is relying on three full sets of Blessing of the Zephyr which is REALLY expensive at Wentworths. I was thinking of taking one set out of fly and adding the two slots to twighlight grasp cos the heals are not really that strong.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Charon the Ferryman MK2: Level 50 Magic Mastermind
    Primary Power Set: Necromancy
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Leaping
    Power Pool: Presence
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Zombie Horde <ul type="square">[*] (A) Blood Mandate - Accuracy/Damage: Level 50[*] (11) Blood Mandate - Damage/Endurance: Level 50[*] (11) Blood Mandate - Accuracy/Endurance: Level 50[*] (15) Blood Mandate - Accuracy/Damage/Endurance: Level 50[*] (15) Blood Mandate - Accuracy: Level 50[*] (17) Blood Mandate - Damage: Level 50[/list]Level 1: Twilight Grasp <ul type="square">[*] (A) Theft of Essence - Accuracy/Endurance/Healing: Level 30[/list]Level 2: Tar Patch <ul type="square">[*] (A) Pacing of the Turtle - Accuracy/Slow: Level 50[*] (3) Pacing of the Turtle - Damage/Slow: Level 50[*] (3) Pacing of the Turtle - Accuracy/Endurance: Level 50[*] (5) Pacing of the Turtle - Range/Slow: Level 50[*] (5) Pacing of the Turtle - Endurance/Recharge/Slow: Level 50[*] (7) Pacing of the Turtle - Chance of -Recharge: Level 50[/list]Level 4: Darkest Night <ul type="square">[*] (A) Siphon Insight - ToHit Debuff: Level 50[*] (7) Siphon Insight - Accuracy/ToHit Debuff: Level 50[*] (9) Siphon Insight - Accuracy/Recharge: Level 50[*] (9) Siphon Insight - ToHit Debuff/Endurance/Recharge: Level 50[*] (13) Siphon Insight - Accuracy/Endurance/Recharge: Level 50[*] (13) Siphon Insight - Chance for +ToHit: Level 50[/list]Level 6: Enchant Undead <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 8: Swift <ul type="square">[*] (A) Run Speed IO: Level 50[/list]Level 10: Hover <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 40[*] (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 40[*] (19) Blessing of the Zephyr - Knockback Reduction (4 points): Level 40[/list]Level 12: Grave Knight <ul type="square">[*] (A) Sovereign Right - Accuracy/Damage: Level 50[*] (21) Sovereign Right - Damage/Endurance: Level 50[*] (23) Sovereign Right - Accuracy/Endurance: Level 50[*] (23) Sovereign Right - Accuracy/Damage/Endurance: Level 50[*] (25) Sovereign Right - Accuracy: Level 50[*] (25) Sovereign Right - Resistance Bonus: Level 50[/list]Level 14: Fly <ul type="square">[*] (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50[*] (19) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50[*] (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50[/list]Level 16: Shadow Fall <ul type="square">[*] (A) Steadfast Protection - Resistance/Endurance: Level 30[*] (27) Steadfast Protection - Resistance/+Def 3%: Level 30[*] (27) Steadfast Protection - Knockback Protection: Level 30[*] (29) Luck of the Gambler - Recharge Speed: Level 50[/list]Level 18: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50[*] (33) Miracle - +Recovery: Level 40[/list]Level 20: Stamina <ul type="square">[*] (A) Performance Shifter - Chance for +End: Level 50[*] (29) Performance Shifter - EndMod: Level 50[*] (31) Efficacy Adaptor - EndMod: Level 50[/list]Level 22: Combat Jumping <ul type="square">[*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50[*] (31) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50[*] (31) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50[/list]Level 24: Life Drain <ul type="square">[*] (A) Thunderstrike - Accuracy/Damage: Level 50[*] (39) Thunderstrike - Damage/Endurance: Level 50[*] (39) Thunderstrike - Damage/Recharge: Level 50[*] (39) Thunderstrike - Accuracy/Damage/Recharge: Level 50[*] (40) Thunderstrike - Accuracy/Damage/Endurance: Level 50[*] (40) Thunderstrike - Damage/Endurance/Recharge: Level 50[/list]Level 26: Lich <ul type="square">[*] (A) Blood Mandate - Accuracy/Damage: Level 50[*] (33) Blood Mandate - Damage/Endurance: Level 50[*] (34) Blood Mandate - Accuracy/Endurance: Level 50[*] (34) Blood Mandate - Accuracy/Damage/Endurance: Level 50[*] (34) Blood Mandate - Accuracy: Level 50[*] (36) Blood Mandate - Damage: Level 50[/list]Level 28: Petrifying Gaze <ul type="square">[*] (A) Lockdown - Accuracy/Hold: Level 50[*] (48) Lockdown - Accuracy/Recharge: Level 50[*] (48) Lockdown - Recharge/Hold: Level 50[*] (50) Lockdown - Endurance/Recharge/Hold: Level 50[*] (50) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50[*] (50) Lockdown - Chance for +2 Mag Hold: Level 50[/list]Level 30: Soul Extraction <ul type="square">[*] (A) Blood Mandate - Accuracy/Damage: Level 50[*] (33) Blood Mandate - Damage/Endurance: Level 50[*] (36) Blood Mandate - Accuracy/Endurance: Level 50[*] (36) Blood Mandate - Accuracy/Damage/Endurance: Level 50[*] (37) Blood Mandate - Accuracy: Level 50[*] (37) Blood Mandate - Damage: Level 50[/list]Level 32: Dark Empowerment <ul type="square">[*] (A) Recharge Reduction IO: Level 50[/list]Level 35: Provoke <ul type="square">[*] (A) Mocking Beratement - Taunt: Level 50[*] (37) Mocking Beratement - Taunt/Recharge: Level 50[*] (43) Mocking Beratement - Taunt/Recharge/Range: Level 50[*] (43) Mocking Beratement - Accuracy/Recharge: Level 50[*] (45) Mocking Beratement - Taunt/Range: Level 50[*] (45) Mocking Beratement - Recharge: Level 50[/list]Level 38: Dark Servant <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Recharge: Level 50[*] (40) Enfeebled Operation - Endurance/Immobilize: Level 50[*] (42) Enfeebled Operation - Accuracy/Endurance: Level 50[*] (42) Enfeebled Operation - Immobilize/Range: Level 50[*] (42) Enfeebled Operation - Accuracy/Immobilize/Recharge: Level 50[*] (43) Enfeebled Operation - Accuracy/Immobilize: Level 50[/list]Level 41: Scorpion Shield <ul type="square">[*] (A) Red Fortune - Defense/Endurance: Level 50[*] (45) Red Fortune - Defense/Recharge: Level 50[*] (46) Red Fortune - Endurance/Recharge: Level 50[*] (46) Red Fortune - Defense/Endurance/Recharge: Level 50[*] (46) Red Fortune - Defense: Level 50[*] (48) Red Fortune - Endurance: Level 50[/list]Level 44: Gloom <ul type="square">[*] (A) Apocalypse - Accuracy/Damage/Recharge: Level 50[/list]Level 47: Fearsome Stare <ul type="square">[*] (A) Glimpse of the Abyss - Accuracy/Fear/Recharge: Level 50[/list]Level 49: Howling Twilight <ul type="square">[*] (A) Ragnarok - Accuracy/Recharge: Level 50[/list]------------
    Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Supremacy
  15. Ace_of_Hearts

    Tankermind

    I have a similar idea for a tankermind but was using necro/dark mainly for concept reasons but also because there are two heals in the build as well as a nice -tohit debuff. The theory is that I slot for defense and with the -tohit debuff few attacks get through. what does get through is easily healed.

    I'll post a build later for comments cos I am typing this in work I can tell you that my build did not include tough but had hover, combat jumping (both slotted for defence), provoke and of course the fitness power pools.

    BTW Col. how did you get on with yours? Did your build work?
  16. Ace_of_Hearts

    Servers Down?

    I cant make it work. Wont recognise the program. Does it make a difference on Vista?
  17. I actually like this idea. I'd make one (Michelle Pfieffer Cat Woman Rip offs anyone). And its true that controllers have faired quite badly recently when the new powers have been coming out.

    I cant get my head round whips for scrappers - as Monkeyspirit says it kind of defeats the point of Scrappers being Melee.

    Whip based Dominators would be great - surely the Dominator was MADE to wield a whip
  18. Joined the club today. Summer Goddess - 501 Badges. My next in line is about the 350 mark
  19. Ace_of_Hearts

    Naming minions

    My ninja / poison mastermind is called Wicked Stepmother and, keeping in with the fairy story / Disney theme:

    Genin
    Gaston
    Clayton
    Sher Khan

    Jounin
    Captain Hook
    Scar

    Oni
    Jafar

    I've also just started a Necro/Dark MM called Charon the Ferryman. So far he has Perseus and Theseus as zombie minions
  20. [ QUOTE ]
    Every ARC (and notice the word ARC) is available through Ouroboros. The only things not available are the filler missions contacts have. You know, the ones they give you before/after an arc.

    [/ QUOTE ]

    Are you sure? On heroes that is true but I don't think thats the case for villains. Unlockable contacts dont appear in Ouroboros unless the contact is unlocked and I am pretty certain there are few low level arcs that dont appear. IIRC "Give 'Em Hellion" - an arc from Billy Heck is one of these but I think there are a few more.
  21. I've wondered about rolling a grav/storm for some time. I think you may have convinced me. My only problem is sorting my time between my fire/rad, mind/kin and ice/storm (I love them all). If i didnt have to work there wouldnt be a problem :/
  22. This is not a post talking about the pros and cons of eating a certain easter chocolate...

    I have just had my 42 month veteran badge and during my enjoyable time of playing COX I have always wondered one thing....

    How many different ways are there to play this game?

    This may sound like a silly question but there seems to be so many different variations. For example the PVPer plays differently to the badgehunter who plays differently to the solo artist who certainly plays differently to the team player and they all play differently to the Power Leveller.

    And so I would like you all to tell me how do you specifically like to play the game and get your heroes (and villiains) from level 1 to 50. Tell me warts and all. What are the advantages to playing the way you play? What are the drawbacks? Why do you like playing the way you play? Is it game over at level 50 or do you continue making the perfect build or the biggest badgehunter? I have no reason for asking this I am just really curious if there is one overall popular way of playing.

    To get the ball rolling I will tell you my way. I personally try to progress from 1 to 50 by seeing as much game content as possible in the right order. What this means is that I set myself the goal of getting all the mission badges, all the storylines (major and minor) and all the tfs in each level. This means I solo a lot, especially at lower levels. I also badgehunt on the side and try to get those badges in order as well.

    For example, at level 10 I know I have to get the Clockwork Captive, Vahzilok Pollutant Plot and Bonefire Plots as well as Julious the Kind Hearted Troll and the Heart of the Hollows Storylines. I also should be getting Spelunker and Kings Righteousness Badges and I should cumulate in the Cavern Trial and Positrons TF. Believe me that is a lot of work to do in five levels and requires soloing with a lot of ghosting. Once I finish Posi I know I can then go on to get the level 15 storylines and badge etc which, of course, will end with Synapse.

    When I get to level 25 I retrace my steps via Ouroboros and work on getting those pesky time traveller badges. Everything (as much as possible) is done in the right logical order until I get to level 50.

    This may seem time consuming, labourious and (in some cases) downright dull - and too be honest in certain cases you would be right but playing this way means that the ding at level 50 is still a big achievement for me and still worth celebrating. It also means that throughout the journey I have a better understanding of my hero as I have been using their powers and developing new tactics which (in theory at least) makes me a better player. I also rack up a massive amount of prestige for my SG.

    But its a lonely life playing the game this way. But for the TFs there is no teaming. Many people who play in teams would think I'm mad. My SG certainly does!

    So how I play isnt perfect. I wouldnt even recommend it for new players and powerlevellers would hate it but that doesnt make it wrong. Its just how I enjoy the game. I have got stuck in my ways so my first question still exists...

    How do you eat yours? (or rather tell me how you play the game)
  23. [ QUOTE ]


    [ QUOTE ]
    (I'm a cereal badgehunter).

    [/ QUOTE ]

    mmm crunchy badgers

    [/ QUOTE ]

    Ooops. Pardon spelling

    [ QUOTE ]
    since i got double lightning storm(great place for force feedback) and soon i'll have double tornadoes.

    [/ QUOTE ]

    Double tornado and double lightening storm?! Hadnt even thought of that *starts to drool at possibilities*
  24. I've started the build and got to level 15 so far

    I don't actually regret taking frostbite early in the game. Its handy early on as mobs have a habit for running out of my arctic air, standing just on the edge and firing at me. Frostbite keeps them locked in place especially since the recharge of ice slick is very slow atm (I've only just slotted it with 2 recharges).

    Okton is right about the endurance of Arctic Air. It's barely up before my endurance is gone but I've just put 2 D/O end costs in it and its a bit more effective now.

    I probably will take either Shiver, Snow Storm or Freezing Rain at level 16 - havent decided which one yet. Given the endurance effects of arctic air, snow storm may be out until I can get stamina.

    I understand what you say about SS as a travel power - i have it on another toon and its great for ghosting even without Steamy Mist but I went for fly for concept reasons. Fly is also better for getting the badges (I'm a cereal badgehunter).

    Further comments are welcome - just because I've started the build doesnt mean to say I wont alter it at some time

    PS - the build cant be too bad - managed to solo Frosty and Atta yesterday (mind you the blackwand helped)
  25. [ QUOTE ]
    Just a quick comment: the -rechg cap is -75%. Shiver alone is enough to reach it (Arctic Air or Snow Storm are both fairly close), so I wouldn't bother slotting any -rechg procs on an Ice/Storm.

    [/ QUOTE ]

    That being the case, -rech would seem redundant. Still I could replace -rech I/O with Chance to Cause Smashing Damage which i think is from the Impeded Swiftness set. This would increase my damage earlier on. What do you think?