Amy_Amp

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  1. Quote:
    Originally Posted by Vel_Overload View Post
    Now before anyone starts to flame me I'm posting an honest oppinion and feel its something we have to discuss.
    Like defender balance/soloing/damage/compared to other support ATs isn't being discussed already in multiple threads on this section's front page?
  2. Revamp dead zones, Boomtown, etc.

    Add in new mission sets because I'm getting tired of seeing the same maps and designs over and over again to the point I have a number of maps memorized.

    Bases because outside of the PvP debacle, there's nothing more that's been hinted at, supposedly worked on, and yet vastly hasn't been delivered.

    Reworking of the defender inherit because I can't imagine defender numbers are going up after GR and they are one of the worst for end game levels being played as is.
  3. Quote:
    Originally Posted by Imaheroe View Post
    Is there a graph that breaks down the IO sets by bonuses?

    Something that will list every set that gives +melee def then ranged, then AoE, then by individual type etc.

    A lot of work but would be a great reference for those who are searching for a specific set bonus.
    This?
  4. Quote:
    Originally Posted by JGHopkins View Post
    yeesh I dind't mean to offend anyone O.O
    I honestly didn't expect this many replies O.o
    It reeks of a troll post actually. Anybody who has been around awhile, and you have, knows that am Emp build with very few attacks and the medicine pool is going to get responses.
  5. Quote:
    Originally Posted by Local_Man View Post
    I have one. Works great as long as you have a good tank who can grab aggro. As long as I'm patient and let the tank grab aggro, my Earth/Kin is very effective. Otherwise, the AoE controls of Earth and the melee nature of Kin draws a lot of attention. Appropriately, mine is named, "Dirt Napper." (Of course, it could be because he was my first Earth controller, so I was just learning how to play the set.)

    The Recharge nerf for pets really hurt one of the best things for Earth/Kin -- Speed Boosted Rocky. He is still much better Speed Boosted, as he can run around faster.
    One thing to mention with Earth/kin is that Kin lives and breathes by needing to hit. Earth offers -def as a secondary effect. I would still go Ice/kin before Earth though, but that's more because of Ice's more melee based nature.
  6. Quote:
    Originally Posted by Psyonico View Post
    meh, even then.

    my Emp/Energy doesn't have stamina and rarely misses it solo.
    Well, I don't really solo my Emps because they got deleted ages ago. It's not really surprising to say I can solo on my Ill/emps though. :P
  7. I keep trying to do a version based on what you would do and what I would do and there becomes a lack of power slots. I would look at Arctic Air versus Shiver since you'll be in melee anyway. You want Glacier over Flash Freeze. I would really reconsider the Fighting pool and go with the Leadership pool instead. Level 49 is a long haul to go with just Siphon Speed as your getto travel power.
  8. I would only want Stamina on an Emp if I was going to solo. I don't even have Stamina on my Ill/emps and normal blue inspirs carried me during anytime I got low on my blue bar. Slot one end reduc into the two heals and in all of your attacks and call it a day. I miss Swift/Hurdle more than I miss Stamina.
  9. Quote:
    Originally Posted by Xandier View Post
    -85% Defense and -50% Resistance from 2 Sleets
    approximately -50% Resistance and -100% Endurance Recovery from 2 Heat Losses
    Since I'm not in closed beta for i16 I can't confirm this either way, but corr values for the -res is at 30% so controllers may get those numbers as well. Yes, that's the same as defenders get. Not that there is anything wrong with that. *cough*

    Quote:
    Originally Posted by MentalMidget View Post
    It's a pet peeve of mine, but it's not called stone.....it's earth. Stone is a Tanker AT, I'm sure most will know what you are talking about as I do. Still there seems no reason to go around calling it stone, it's not like its a shorter spelling.
    And a million times this.
  10. Quote:
    Originally Posted by Axion_Cortex View Post
    No. In gravity control, the AoE hold does that instead of the immobilize, if I'm not mistaken.
    Which in no way implies that the AoE hold for others sets don't have -KB. But yes, Grav lacks having a -KB in Crushing Field. Grav/storm controllers still mange to survive it though.
  11. Quote:
    Originally Posted by Turbo_Ski View Post
    Controllers could solo missions in complete safety before Issue 5 but it took 20 times longer than anyone else to do so before they got their pets. Mind was the exception to the pet rule and it was considered gimp.
    Fixed. FYI, I'm pretty sure defenders getting a base damage increase has been beaten to death enough times that I don't think asking for it at this point is going to get you anywhere. It's going to have to come from somewhere else, ie a reworked Vigilance.
  12. Sonic/sonic. Too few are played. It gives enough mitigation and adds to team speed and that's what you want in the end. FF will be safer as a soloist, but Sonic will be faster.
  13. I really don't think the issue is of HP. Here's how I would look at reworking defenders.

    One, a Vigilance overhaul. Defenders get too big of an end discount from Vigilance. Just try to bleed your blue bar when a teammate is dead. And oh, I have no clue what a defender with a bottomless blue bar is suppose to do when one teammate is already dead. It's like having a full gas can, but no vehicle. A defender's primary tends to be end light and even one that is more end heavy, Sonic, probably is already running DF with a certain amount of ease and the team hopefully is already shielded.

    Think of the currently reworked Elec armor since it had two powers for end recovery and then it was going to have CP again in the epics for scrappers and tanks. What did they do? They pulled back the end management and gave it heal and regen which Elec was completely lacking. Bare minimum should be a slight increase in recharge(increase in DPS without messing with defender damage) and making it work solo. I pause to say we get an increase in damage as health goes low because we all known how well that worked for blasters.

    Two, a rethinking of epics. I know this is so not happening, but it's what is needed to be done. Outside of scrappers, who tend to use the Fighting pool as an unofficial epic pool, I think defenders benefit the least from epics.

    One way to change epics would be to change the armors from resist based, which is horrible for squishies, to def based. Sonic would lose out on stacking, but there could be at least one res based epic armor. Give defender def based epic armors and we start to get hit less so our lower HP doesn't matter as much. We start to get mezzed less(points at Indomitable Will), which is a holy grail wish by the defender player base that defenders could get somehow.

    Side note, IMO, it's a crock that defenders got World of Confusion versus Indomitable Will. "But it follows the mold of defenders getting blaster secondary powers." And that mold is vastly why defender epics need to be reworked(see below).

    I know I'm going against my Kin nature, but we really don't need melee attacks. Yes, I know it's the attack type that we are missing compared to blasters, but it's not helping compared to the attacks scrappers, tanks, and controllers get. We sure as hell don't need melee attacks that have 3.3 second animations.

    Again, following the fill in the blanks of what the AT needs, further ways to provide personal mitigation would be welcomed. Take out Total Focus and add in Dull Pain. Doesn't every FF defender take this? Hell, you could just add it as the 5th choice for Power since it needs to add one. Again, controllers get Earth's Embrace and blasters even get Hoarfrost so it's not out of line.

    I really wouldn't be opposed to filling in epics will control type powers instead. Defenders will never be as good as controllers at controlling., but giving them additional controls even if the recharge times and such are scaled back would offer ways for defenders to be safer.

    Oh so not happening, but hey, why not give defenders actual blaster level attacks in the epics, but have them go through the controller type nerf so they aren't deemed overpowered. We would be getting an end and recharge discount with our inherit anyway so we couldn't complain too much.

    I know this is thinking outside of the box, but maybe an optional pet in epics might be worthwhile. Adds to damage and mitigates damage away from the defender.

    Finally, and for the love, give us Thermal/fire. Defenders are one of two ATs that don't get Fire based powers and it's the only AT that really has a major issue with base damage. Add in GR coming and defenders getting Traps instead(and I like Traps) and it's just going to be another one of those little things against defenders. The excuse of BAB wanting to do no new animations doesn't work here either.
  14. Amy_Amp

    Levitate vs Lift

    Quote:
    Originally Posted by Local_Man View Post
    This is one of those "dead horse" topics. It comes up on a regular basis. The Devs have never given a specific reason why Lift has such a lower damage level than Levitate, but I suspect it is a balance issue. Grav does a lot of damage in Propel, and if the damage was increased to Lift, then the Grav set would probably do too much damage in their eyes.

    The damage in Propel makes my Grav controller particularly good for solo. I use Crush instead of Lift in my Grav controllers current build. If Lift's damage were increased, I would find something else to drop to fit it in, but since Castle made the adjustment to Dominators and not Controllers, I would bet that this issue was looked at and left as is on purpose.
    I pause to think Grav would do too much damage.

    1. We are talking single target damage and yet the set that need not be named is abusive on an AoE level.

    2. Propel has a long enough animation it gets skipped, or it's target dies before the animation gets pulled off.

    3. Considering Grav's current lackluster status, giving it a high amount of ST damage would likely be a good thing.
  15. Quote:
    Originally Posted by Turbo_Ski View Post
    It does when their damage (the most common thing amongst all ATs) is far too low compared to other support ATs. This is a recurring thing with AT balance, if an AT can't deal damage reliably like it's fellow ATs it gets buffed, they did so with stalkers, doms, and khelds in the past.
    And yet defenders are shown to solo AVs and do the scrapper challenge. I'm currently working on the same Tina Macintyre arc that my scrapper did and on the same diff. setting. I think you need to relook at "can't deal damage reliably."
  16. Quote:
    Originally Posted by Turbo_Ski View Post
    Except if you bothered to even look at the numbers you would know that the corruptor damage advantage greatly outweighs the defender's support advantage. Defenders get the short end of the stick when trading away damage for higher support values and with some sets like Kinetics end up with identical values for over half the set.

    Kinetics has identical numbers for all versions of Speed Boost, Siphon Speed, and Fulcrum Shift (in-game tests prove FS is using the defender values on corruptors and controllers at 50% from caster and 25% per foe radiate).
    Which means the values for corrs and controllers need to be put in line, but there's no way the devs are doing a wide sweep nerf for all of the support sets. They could have gotten away with it during ED and such because there was so much being changed that they could had added in just about anything. Now, with i16 in closed beta? Hell, I'll be happy with Vigilance being made decent at some point. Just because the game is imbalanced(surprise, a computer game being unbalanced) it doesn't mean that defenders need help.
  17. Amy_Amp

    ?/Sonic

    Quote:
    Originally Posted by Turbo_Ski View Post
    Which assumes that the entire team is in melee and that Fulcrum shift hits all 10 targets, oh and teammates aren't bringing any +Dmg that might have them hit the cap faster.
    Fulcrum has 1/3 of the recharge time compared to Oil Slick and that's without Siphon Speed being factored in and let's not forget Oil Slick doesn't exactly light every time either. Storm and TA are nice offensive based debuff and control sets, but they aren't Kin.
  18. Quote:
    Originally Posted by Adult_Swim View Post
    I removed FF from my list thinking you do spend a lot of time bubbling, but once again I wasn't sure. Say compared to Speed Boost (if you happen to know) how often do you bubble?
    Once every four minutes which is half the time you would be SBing people.
  19. Quote:
    Originally Posted by BrandX View Post
    Was curious which gave more damage.

    The constant +DMG given by Assault or the periodic (but greater) +DMG given by Build Up at 30 second recharge? 20 Second?
    You grab a Claws, or DB primary. Mix in /regen, or /wp secondary, and you grab Assault and Tactics and then use that to stack with FU/BU.
  20. Spines scrappers don't solo. They street sweep. :P
  21. FYI, post your build in Titans Forum(SMF) format.

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

    Click this DataLink to open the build!

    Tropical Thunder: Level 50 Magic Controller
    Primary Power Set: Plant Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Strangler -- Ruin-Acc/Dmg/Rchg(A), Ruin-Dmg/Rchg(3), Ruin-Acc/Dmg(7), Dev'n-Dmg/Rchg(15), Dev'n-Acc/Dmg/Rchg(19)
    Level 1: Gale -- Acc-I(A)
    Level 2: Roots -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/Rchg(3), Det'tn-Acc/Dmg(5), Det'tn-Dmg/Rchg(15), Posi-Acc/Dmg(19), RechRdx-I(23)
    Level 4: Snow Storm -- TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(5)
    Level 6: Combat Jumping -- LkGmblr-Def(A), LkGmblr-Rchg+(7)
    Level 8: Seeds of Confusion -- Bfdlng-Acc/Conf/Rchg(A), C'phny-Acc/Conf/Rchg(9), Pplx-Acc/Conf/Rchg(9), Mlais-Acc/Conf/Rchg(11), Range-I(11), Range-I(23)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Freezing Rain -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/EndRdx(17), UndDef-Rchg(17), LdyGrey-DefDeb/Rchg(25), LdyGrey-%Dam(25), Achilles-ResDeb%(27)
    Level 18: Health -- Heal-I(A), Numna-Regen/Rcvry+(50), Dct'dW-Rchg(50)
    Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(21), P'Shift-EndMod/Acc(21)
    Level 22: Vines -- Para-Acc/Hold/Rchg(A), NrncSD-Acc/Hold/Rchg(36), EoCur-Acc/Hold/Rchg(36), G'Wdw-Acc/Hold/Rchg(36), Lock-Acc/Hold(37)
    Level 24: Steamy Mist -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(31), TtmC'tng-ResDam(34)
    Level 26: Carrion Creepers -- RechRdx-I(A), RechRdx-I(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg(29), AirB'st-Acc/Dmg(31), ImpSwft-Dam%(31)
    Level 28: Hurricane -- DarkWD-Slow%(A), DarkWD-ToHitDeb(37), DampS-ToHitDeb/Rchg/EndRdx(37), DampS-ToHitDeb/EndRdx(39), DarkWD-ToHitdeb/Rchg/EndRdx(39), DarkWD-ToHitDeb/EndRdx(39)
    Level 30: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(42), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(43)
    Level 32: Fly Trap -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg(33), BriL'shp-Acc/Dmg(33), BriL'shp-Dmg(33), Achilles-ResDeb%(34), SvgnRt-PetResDam(34)
    Level 35: O2 Boost -- H'zdH-Heal/EndRdx(A), H'zdH-Heal/Rchg(43), H'zdH-Heal/EndRdx/Rchg(46), H'zdH-Heal(48)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(42)
    Level 41: Mental Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(45), Decim-Dmg/Rchg(45), Decim-Acc/EndRdx/Rchg(45), Decim-Acc/Dmg/Rchg(46), Ruin-Acc/Dmg/Rchg(46)
    Level 44: Indomitable Will -- EndRdx-I(A), EndRdx-I(48), EndRdx-I(48)
    Level 47: Mind Over Body -- ResDam-I(A), ResDam-I(50)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
  22. I cleaned up what I could, but I would still change a number of things. I kept it as close as to what you had.

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

    Click this DataLink to open the build!

    Ionyze: Level 50 Mutation Controller
    Primary Power Set: Gravity Control
    Secondary Power Set: Radiation Emission
    Power Pool: Fitness
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Crush -- Acc-I(A), Dmg-I(3), Dmg-I(7), Dmg-I(11), TotHntr-Dam%(21)
    Level 1: Radiant Aura -- Heal-I(A), Heal-I(25)
    Level 2: Gravity Distortion -- Acc-I(A), RechRdx-I(3), RechRdx-I(7), Hold-I(9), Hold-I(17), Dmg-I(23)
    Level 4: Accelerate Metabolism -- RechRdx-I(A), RechRdx-I(5), RechRdx-I(5)
    Level 6: Swift -- Flight-I(A)
    Level 8: Radiation Infection -- EndRdx-I(A), ToHitDeb-I(9), ToHitDeb-I(15), ToHitDeb-I(15)
    Level 10: Enervating Field -- EndRdx-I(A), EndRdx-I(11)
    Level 12: Air Superiority -- Acc-I(A), Dmg-I(13), Dmg-I(13)
    Level 14: Fly -- Flight-I(A), Flight-I(43)
    Level 16: Health -- Heal-I(A), Heal-I(17), Heal-I(37)
    Level 18: Crushing Field -- Acc-I(A), Acc-I(19), EndRdx-I(19), TotHntr-Dam%(40), ImpSwft-Dam%(40)
    Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(27)
    Level 22: Lingering Radiation -- Acc-I(A), Acc-I(23), RechRdx-I(29), RechRdx-I(37)
    Level 24: Propel -- Acc-I(A), Dmg-I(25), Dmg-I(36), Dmg-I(37)
    Level 26: Gravity Distortion Field -- Acc-I(A), Acc-I(27), Hold-I(31), Hold-I(31), RechRdx-I(34), RechRdx-I(34)
    Level 28: Wormhole -- Acc-I(A), Acc-I(29), Dsrnt-I(34), Dsrnt-I(43)
    Level 30: Lift -- Acc-I(A), Dmg-I(31), Dmg-I(43), Dmg-I(46)
    Level 32: Singularity -- Acc-I(A), Dmg-I(33), Dmg-I(33), Dmg-I(33)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
    Level 38: EM Pulse -- Acc-I(A), Acc-I(39), Hold-I(39), RechRdx-I(39), RechRdx-I(40)
    Level 41: Fissure -- Acc-I(A), Acc-I(42), Dmg-I(42), Dmg-I(42), RechRdx-I(46)
    Level 44: Seismic Smash -- Acc-I(A), Dmg-I(45), Dmg-I(45), Dmg-I(45), RechRdx-I(46)
    Level 47: Rock Armor -- DefBuff-I(A), DefBuff-I(48), DefBuff-I(48), EndRdx-I(48)
    Level 49: Earth's Embrace -- Heal-I(A), RechRdx-I(50), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Containment
  23. For those who's eyes might have been hurting from the OP's version.

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

    Click this DataLink to open the build!

    Flamin' Elle: Level 50 Magic Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Storm Summoning
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Fire Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Rchg(3), BasGaze-Rchg/Hold(5), Para-EndRdx/Hold(5), Para-Acc/Hold/Rchg(33)
    Level 1: Gale -- Empty(A)
    Level 2: Fire Cages -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(7), TotHntr-Acc/Immob/Rchg(7), TotHntr-Acc/EndRdx(9), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Acc/Immob/Rchg(15)
    Level 4: Snow Storm -- EndRdx-I(A), EndRdx-I(11)
    Level 6: Combat Jumping -- Ksmt-ToHit+(A)
    Level 8: Hot Feet -- C'ngBlow-Dmg/EndRdx(A), C'ngBlow-Dmg/Rchg(11), M'Strk-Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(15), ImpSwft-Dam%(17)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Flashfire -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(13), Stpfy-Acc/EndRdx(17), Stpfy-Acc/Stun/Rchg(19), Stpfy-Stun/Rng(21)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Health -- Mrcl-Rcvry+(A)
    Level 18: Cinders -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(19), BasGaze-Rchg/Hold(27), BasGaze-Acc/Rchg(27), Para-Acc/Hold/Rchg(29), Para-EndRdx/Hold(33)
    Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod/Rchg(25), P'Shift-EndMod(31), P'Shift-End%(31)
    Level 22: Freezing Rain -- UndDef-DefDeb/Rchg(A), UndDef-DefDeb/EndRdx(23), UndDef-Rchg(23), LdyGrey-DefDeb/Rchg(25), LdyGrey-%Dam(40), Achilles-ResDeb%(50)
    Level 24: Steamy Mist -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(29), TtmC'tng-ResDam(34)
    Level 26: Acrobatics -- EndRdx-I(A)
    Level 28: Hurricane -- DarkWD-Slow%(A), DarkWD-ToHitDeb(31), DampS-ToHitDeb/Rchg/EndRdx(34), DampS-ToHitDeb/EndRdx(43), DarkWD-ToHitdeb/Rchg/EndRdx(46), DarkWD-ToHitDeb/EndRdx(46)
    Level 30: O2 Boost -- H'zdH-Heal/EndRdx(A), H'zdH-Heal/Rchg(36), H'zdH-Heal/EndRdx/Rchg(39), H'zdH-Heal(40)
    Level 32: Fire Imps -- C'Arms-Acc/Rchg(A), C'Arms-Acc/Dmg/Rchg(33), C'Arms-Acc/Dmg(34), BldM'dt-Dmg/EndRdx(36), C'Arms-Dmg/EndRdx(39), BldM'dt-Acc/Dmg(45)
    Level 35: Thunder Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37)
    Level 38: Lightning Storm -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43)
    Level 41: Fire Ball -- Det'tn-Acc/Dmg(A), AirB'st-Acc/Dmg(42), AirB'st-Dmg/EndRdx(42), Det'tn-Dmg/EndRdx(43), Det'tn-Dmg/Rchg(46)
    Level 44: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(45), TtmC'tng-ResDam(45)
    Level 47: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-Acc/Rchg(48), P'Shift-EndMod/Acc/Rchg(48), P'Shift-EndMod/Rchg(48)
    Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
  24. Amy_Amp

    ?/Sonic

    Quote:
    Originally Posted by Turbo_Ski View Post
    Oil Slick does 494.3 fire damage in a massive AoE over 15 seconds BEFORE you add in the -20% res from disruption arrow, the -20% res from acid arrow, -20% from achille's heel procs in Slick and Acid arrow, and the -20% res and 57.1 dmg from howl. That is a significant amount of AoE damage for a blast set that excels at single target but lacks solid AoE. Also -Res debuffs effect the entire team, aren't variable and positional based, and doesn't have a cap that can be easily reached.
    And then the Kin comes in and uses Fulcrum on a SBed team.
  25. Quote:
    Originally Posted by PhiloticKnight View Post
    There is a HUGE desire out there in City of Wallflowers for someone to come by and offer people to dance. Literally hundreds of people standing next to each other in line waiting, never thinking to look right next to them.
    People tend to be highly passive in this game. You can see people in broadcast say they are lft and yet none of them start a team themselves. Getting the star is one of the most hated things. If the lead quits, the person who takes over the lead mentions they don't want it, try to pass it off, or flat out quit the team just to avoid being the lead.

    To the OP, Croatoa was i5 since I came in just like 2 weeks before it hit. I will say that all of the changes ED and everything else did change a lot. It did help certain sets for defenders. Emps were even more highly valued in the early days as where Kins came away as good as anybody after all was said an done with the changes. i6/CoV was the devs pretty much going, "Hey, Kins are kind of cool."

    RE: Controller vs. Defender

    Playstyle. Really, that's it. Certain combos you can only get defender side, certain versions on the controller side really do outdo the defender version. /storm can be easier on a controller. /kin on a controller can be more powerful than on a defender, but on a defender it's vastly more flexible. Case in point. Kin/dark vs. Fire/kin. A Kin/dark skips travel and Fitness and loads up on other powers instead. A Fire/kin is taking Fitness and will likely take a travel power, or use an alt build to go to IR type travel later on. The Fire/kin is to a default forced into getting KB protection of some sort.

    Note, most powerful is subjective. Fire/kin is considered the most powerful because it does the most damage and yet I don't think it is.