-
Posts
203 -
Joined
-
Curious, I seem to recall that Shield Charge and Hover was a poor combo. I remember finding out that you have to be near or touching the ground to use it at one time. Is this still the case?
As I was contemplating making a Shield/Dark hover tanker... -
Ok, how about this then. How much use would DP/Traps get from scourge. Perhaps it would be better to roll as a Defender?
-
Kinda surprised that no one had any comments on this. One last try before I let it fade into oblivion.
-
The reason I scrapped my Ice/Ice is that I took all but "Bitter Freeze Ray" from the primary. But the secondary I found to be utterly useless with the exception of Shiver and Build up. So I was really dissapointed that I only had two useful powers in my secondary.
When I started the toon I thought that ice Patch would be nice along with chilling embrace. But I quickly found that using both of those was usually just suicide. -
Honestly I can count on my hands how many new powersets have been released since I started playing this game 51 months ago. Also another thing to consider is that we will probably see more powersets, costumes, auras, and archetypes release with this new a la carte system then we have seen since the game launched. Electric Control, Shields, Willpower, Kinetic Melee, Demon Summoning, Arachnos Soldier, Arachnos Widow, Dual Blades, Electric Assault, Earth Assault, Dual Pistols, Pain Domination. Ok so my hands have 12 fingers, but a few of those are more just proliferations then new sets (electric assault, earth assault) based on 51 months of subscription + the cost of my expansions the average cost of just powersets comes to $71.25ea. You can skew your numbers how ever you wish, it doesn't make them right. The honest fact is that Going Rogue included a lot more then just powersets.
With the a la carte system the devs can more easily justify creating new sets as they should pay for them selves in spades. Prior to now the only time we got "New" powersets was with major launches, City of Villains, Good vs Evil, Going Rogue, etc. Is $10 per set too much, maybe yes, maybe no, all I know is we will have more choices more often. Also luckily for us we have a great community of players that will be more than happy to post reviews and guides on new sets so you can make better decisions before you plunk down your cold hard cash. Really you have to know that this system isn't being created to save us money. I would hope at least that the devs intend it to increase the value of our current subscription at least marginally, and that it will drive new players into our community that wouldn't have tried it any other way.
And if you ask me more selection is better. -
I agree I would like to see a few new tights options, the couple I would like to see the most are:
1.) 50/50 1st Half one Color other Half 2nd Color (Mask, Chest, Gloves, Pants, Boots)
2.) Left and Right - Single & Double Off Center Pin Stripe (Chest, Pants, Boots)
a.) I know that's more like 4 options (Left Double Pin, Left Single Pin, Right Double Pin, Right Single Pin) The possibilities for different pin stripe options could be quite vast, as I can think of several off the top of my head. (Lightning, Flames, Circuitry, Shred, Dotted, Dashes, Tribal, & Celtic)
Lastly it would be nice if we could choose to have the chest detail smaller and on one side of the chest or the other. Kinda like how Jackets have it, only upgraded with an option to be on left or right side.
I played champions for a bit and I liked those options quite a bit. It was surprising how often I used them. -
Do you have to be on or near the ground to summon Gun Drone?
-
Quote:MM even over NRG?
Energy, in my day, was THE defining secondary set. Has the balance shifted?
Sort of, Energy as a secondary is still my favorite in my book for blasters. But that is only because I prefer to play every thing ranged, thus Boost Range makes this even better.
Mental Manipulation is my second favorite and in my opinion is best match with primaries that lack as much AOE as they want. MM provides two very potent AOE attacks and one of them is a ranged cone and the other is a PBAOE.
Have you ever considered Archery, out of all the blaster primaries this one has always won over my heart. My primary is an Archery/Energy. Being able to boost range + BU +AIM and drop 800pts of Damage from Rain of Arrows every 30ish seconds is pretty awesome! -
I personally would want a controller or a defender with me on any of my blasters. Preferably one with a shield on me of some sort. Therm/Cold would be great they let me play aggressively which is why I love blasters in the first place. I love having a FF with my blaster but I pity those that have to play such a boring set.
Here would be my top picks:
Earth/Therm Controller (She'll get a pocket tank later, I have one at 46 atm its just swell)
Fire/Therm or Cold Controller (Shields should help keep the gimps alive)
Cold/Sonic or Ice Defender
Probably wouldn't recommend TA anything as it doesn't add much to survivability in my experience.
Have you perhaps considered pairing a couple of corruptors instead? I could see a pair of Ice/Cold, or Ice/Therm Corrs tearing stuff up quite readily and fairly safely. I pretty much Duo all the time with a friend so we always tend to just run things in pairs of identical toons. It's always worked well for us. -
Emberly on your Ice/Cold did you take Frost Breath?
-
Ok, then how about this angle. Is Ice going to give me any advantage that I am not already getting from my Cold set when compared to fire?
The only control power in the set I will be taking is Freeze Ray.
Also I thought that Heat Loss + Sleet + Blizzard would be pretty sick. Will Sleet + Heat Loss + Inferno provide similar results? -
Ok, I was wanting to roll a new toon to replace my 38 Ice/Ice blaster, which was a total disappointment, and I decided to go Ice/Cold to keep a similar theme.
But then I saw the thread on AV/Killer build and it was suggested to go Fire/Cold. Should I re-roll with Fire to keep from being total teh gimp? or with a proper build can Ice keep up with fire? -
I can envision the AV fight now with dozens of forklifts being kicked around like balloons while ever one fights.. LOL
-
I still want a control set to match trick arrow.. Or at least one tech themed control set, perhaps this would be a good place for a set named "Gadgets".
It would be equally awesome if they gave us that set at the same time as they port over Traps to controllers. > -
I currently have a DP/Rad that while ok, feels a bit Ho-Hum. Honestly I think I just hate anchor management. I have been contemplating re-rolling into a DP/Traps. I have never played traps into a high level on any thing other than a MM, I think my highest Traps Corrs were always in their tweens when they got deleted. So I am curious as to the high level experience.
Will Traps provide as much to teams in the high level game as Rad?
Also looking over the sets DP seems to mesh fairly well with Traps. Am I correct in this assumption?
How much difficulty am I looking at to get a soft capped defense build on something like this?
Perhaps I should try this as a Defender instead... How much benefit does DP get from scourge compared to others sets?
Looking for thoughts and ideas on this. -
Maybe ignite is better on a corruptor, but ever since the "fix" they implemented on it. I have been contemplating dropping it on my blaster. The amount of time it takes to Web Grenade an enemy and then line up the Ignite patch under them is just too much of Pain in the Rear for my liking, especially if I can't spam it like I used to be able to. But I can see where the scourge factor might make it better, especially during AV fights where you don't have to Web Grenade them to get them to stand in it like a dumb git.
-
This is the build I ended up implementing. Changed fist full for explosive, to keep the range consistent. Picked up super speed instead of stealth so I could keep higher speed in hover while stealthed. Also picked up combat jumping to boost the defense a bit and be a LotG Mule.
BTW I prefer having the stealth IO in hover.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Snap-Stream: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Flash Arrow -- ToHitDeb-I(A), ToHitDeb-I(5)
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(42)
Level 2: Aimed Shot -- Thundr-Dmg/Rchg(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(42)
Level 4: Entangling Arrow -- TotHntr-Acc/Immob/Rchg(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(40), TotHntr-Immob/Acc(40), TotHntr-Acc/Rchg(48), TotHntr-Dam%(48)
Level 6: Glue Arrow -- RechRdx-I(A), TmpRdns-Rng/Slow(7)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-ResKB(9), Frbd-Stlth(9)
Level 10: Blazing Arrow -- Thundr-Dmg/EndRdx(A), Thundr-Acc/Dmg(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(17), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(42)
Level 12: Acid Arrow -- Acc-I(A), Achilles-ResDeb%(13)
Level 14: Fly -- Flight-I(A)
Level 16: Poison Gas Arrow -- RechRdx-I(A)
Level 18: Disruption Arrow -- RechRdx-I(A), EndRdx-I(19)
Level 20: Explosive Arrow -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(33), FrcFbk-Rechg%(50)
Level 22: Aim -- RechRdx-I(A), RechRdx-I(23)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Oil Slick Arrow -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(27), Posi-Dmg/Rchg(27), TmpRdns-Dmg/Slow(29), Achilles-ResDeb%(29), LdyGrey-%Dam(31)
Level 28: Super Speed -- EndRdx-I(A)
Level 30: Ice Arrow -- Lock-%Hold(A), Lock-Acc/Hold(31), Lock-Acc/Rchg(31), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(45)
Level 32: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(45)
Level 35: Ranged Shot -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(36), ExecCtrt-Dmg/ActRdx(36), ExecCtrt-Dmg/Rng(36), ExecCtrt-Dmg/Rchg(37), ExecCtrt-Stun%(43)
Level 38: Rain of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Dam%(40)
Level 41: Combat Jumping -- LkGmblr-Rchg+(A)
Level 44: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46), RedFtn-Def(46), RedFtn-EndRdx(50)
Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 49: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(15), EndMod-I(15)
Level 4: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1371;658;1316;HEX;| |78DA75944B6F12511886CF4C41E45228D442EFA585B608ED1452F7A65A4D4C8A21E| |29E4C604A8915C880A9EEDCF807BCF4AABDE8C6E8C2851ADD1A6F75E11F30FE052F| |1BAF89C18FEF3DD0362809F30CEF7739DF79E70CC9CBB32E21AE1E178AFBE4A25EA| |964668D79A398334C6B52CF17B2CE74512F4FA6ABA6A15FB409217A1AE1CC894BF3| |F3DA79B390BD909931CDD252A01939A717F3464E9B31B30B8679C57BA648308A55A| |D71E34C954A8BDAE9C5427EA1EAE0FB74D930722EBE9D33F472A198F7347E50C3CA| |42A1EC3B552E64B5546989FA27F54A951A77D338A3F4BDA10AF9A929629A9010166| |0632F62157758523719AE2D866F9B31BCC3387A97719BAA1459A5204F45F1211477| |FCABEA3A55B5C9AAB67585A758618CAF026B8CA96560837193AAAC72766B0C8B3CE| |0889DDCB6F11835D5F641AD4B873F027F3861937ED8E582760CE6C0988EADFF8FB9| |42554EB9A0B3175EBC20AD533869C17644447B8823CB14F048C983E95649F2CA7A2| |F24DF3063BBDE05035B3B1FB374E409F094E17FC6083E6724AEF166B6E8DA25FB75| |A19F1F18A17902D28000A4EE0358A3D21E6940CF43967A1F0158B0FF3E1BD58FFD0| |DBEE70543D4B60F6D451F26BF458101D968E037670D7E03BE33C23F18D19F8C895F| |8C75BA0EC9AA21A407911E447A18E951A44FA0F10E5D4764D5C84B5E3EF40A780DB| |C6184DF32A2BB8C7B2A8E3A555946E1ED18DC1C83C563D8F138BCF5D31E23728F91| |2E36C14B524C3E9D9883A5092763D205B4036E46C2C3D8A513ADC9A7A3C1F529E01| |D45E2E8A7C4FD4ADDC04480D16F69BE7442E08445F74BF03CDE2A255AA5E956E958| |AB34D72A9DAD4B18AF96B234DF67A160FA4F0E92A4410ACEFA97FD5298A5CFFBA50| |84B5FF7245509B2E43E007B47F36FA0F61731E9CDCF| |-------------------------------------------------------------------|
-
Quote:I could have swore I asked about this a few weeks back and I was told that the -Perception was Autohit in PVE but the -ToHit required an accuracy check?Flash Arrow is Auto Hit in PVE you don't need the Accuracy enhancers in it.
Here are a couple of excellent guides. They haven't been updated in a while but the info is still excellent.
Luminara's - The Trick Arrow Enchiridion
Luminara's - The Archery Codex
I'll post one of my builds tonight for you when I get back home from work.
Or am I thinking of Smoke Grenade? -
Revised build with suggestions implemented.
Also stuck in 4pcs of Siphon Insight into Flash Arrow for giggles.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Snap-Stream: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Flash Arrow -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(7), SipInsght-ToHitDeb(7), SipInsght-Acc/Rchg(36)
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45)
Level 2: Aimed Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(43)
Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(13), Posi-Dam%(17), Range-I(37)
Level 6: Glue Arrow -- RechRdx-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-ResKB(9), Frbd-Stlth(9)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/Rchg(21), Thundr-Dmg/EndRdx/Rchg(45)
Level 12: Acid Arrow -- Acc-I(A)
Level 14: Fly -- Flight-I(A)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(17)
Level 18: Disruption Arrow -- RechRdx-I(A)
Level 20: Poison Gas Arrow -- RechRdx-I(A), EndRdx-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Ice Arrow -- Lock-%Hold(A), Lock-Acc/Hold(25), Lock-Acc/Rchg(25), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(46)
Level 26: Oil Slick Arrow -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29), RechRdx-I(40)
Level 28: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(50)
Level 30: Ranged Shot -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(31), ExecCtrt-Dmg/ActRdx(31), ExecCtrt-Dmg/Rng(31), ExecCtrt-Dmg/Rchg(45), ExecCtrt-Stun%(46)
Level 32: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(46)
Level 35: Assault -- EndRdx-I(A)
Level 38: Rain of Arrows -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg(39), Posi-Dam%(40)
Level 41: Entangling Arrow -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(50)
Level 44: Stealth -- EndRdx-I(A)
Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 49: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(50)
Level 50: Cardiac Total Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- EndRdx-I(A)
Level 1: Vigilance
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(19)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1382;667;1334;HEX;| |78DA6593596F125114C7EFB048610A14BAD0D54217409069893E6BAAD5A4496B88F| |8DE8C740A1311C880D6BEF9195CBADAD6EA47707D77AB5FC1F8155C5E5C138387F3| |BFA5344C80DFCCFFDC73CFF91FE62EDC99ED14E2EE79A1F82E16F56A7571D658364| |A4B86E55CD0F3664ECD96F44A2A5BB30CFDA64B083170185EBC706B7959BB6699B9| |1B8B3396555E09352357F552DE58D266AC5CC1B0560373258251AA6987376AA65C2| |E6A978B66BE50F3F07DB662184B7EBE9D3774DAA35A302B017E9E2BDD36ABE675B3| |68D65683972A664ECB9457A8C8825EADD1EEFDD45394BEF76D425E75BBE8B00B911| |62754C0C5187733B68FD639C58E6848B65D866F8F1179CC48EC334E3F613CA22C45| |6629906C48F6213982E4D8B1E41DCAB2CB2CFB33961CAF80E78CCE978CAED78C890| |4E301653991259C4996DC347917D7AFDB5C9F6C0DA9E333F04F6960971EDCB2921B| |C53DE8CF83FE8268AC67AFD5D53A65A9B2923AC8924A95BC52F28EB3B447ABFC901| |43FFAE902362812908B0390D648EA968BBB21F5441863B473AFF4D08B48DF313CA4| |D490F410FACBEEFA7F003F1913BF80DF8CD41FC626FD0EC8AC014C75F00580E10E6| |3E2C398710CB502D4CC109A710E797884E32AD0C998F2023E46DACFD8A75A23B2D6| |C81BDEE8E45BE01DF01EE3FDC0481D30B6286B54668DC2501886C2301486A1080CA| |5603D481D8EA1433186093EA5C02436724CC255148EA3701CC53B1683D57BB43C2E| |EBC6D7D8C0A9756003D86424B6E0719BE1A5BA49593789BA07F40E6BF23FD530BF2| |9E02345A6B15899EE531AD3498718C38EE631A30F5D22D1A64CB729E936E54C9B72| |B64D996F55D0F2958684C6EA1947F3EC0A459EA7AEE6C1AC7FF150581A56F0C67F6| |B952658FADA2AC559FA7E24D99430CE331004CED14148CB26FE03AEABE62F| |-------------------------------------------------------------------|
-
Been working on this for a while.
I figure before I bite the bullet and start my respec I would check on here for advice first.
Goal 1: Ranged Defense
Goal 2: A bit extra recharge.
Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Snap-Stream: Level 50 Magic Defender
Primary Power Set: Trick Arrow
Secondary Power Set: Archery
Power Pool: Flight
Power Pool: Speed
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Power Mastery
Hero Profile:
Level 1: Flash Arrow -- Acc-I(A), Acc-I(7), ToHitDeb-I(7), ToHitDeb-I(36)
Level 1: Snap Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(45)
Level 2: Aimed Shot -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(15), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(43)
Level 4: Fistful of Arrows -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(5), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(17), Posi-Dam%(37)
Level 6: Glue Arrow -- RechRdx-I(A)
Level 8: Hover -- Zephyr-Travel(A), Zephyr-ResKB(9), Frbd-Stlth(9)
Level 10: Blazing Arrow -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(45)
Level 12: Acid Arrow -- Acc-I(A), EndRdx-I(13)
Level 14: Fly -- Flight-I(A)
Level 16: Aim -- RechRdx-I(A), RechRdx-I(17)
Level 18: Disruption Arrow -- RechRdx-I(A), EndRdx-I(19)
Level 20: Poison Gas Arrow -- RechRdx-I(A), EndRdx-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Ice Arrow -- Lock-%Hold(A), Lock-Acc/Hold(25), Lock-Acc/Rchg(25), Lock-Rchg/Hold(37), Lock-EndRdx/Rchg/Hold(37), Lock-Acc/EndRdx/Rchg/Hold(46)
Level 26: Oil Slick Arrow -- Posi-Dmg/EndRdx(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29)
Level 28: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(36), RedFtn-Def/EndRdx/Rchg(48), RedFtn-Def(48), RedFtn-EndRdx(50)
Level 30: Ranged Shot -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(31), ExecCtrt-Dmg/ActRdx(31), ExecCtrt-Dmg/Rng(31), ExecCtrt-Dmg/Rchg(45), ExecCtrt-Stun%(46)
Level 32: EMP Arrow -- Lock-Acc/Hold(A), Lock-Acc/Rchg(33), Lock-Rchg/Hold(33), Lock-EndRdx/Rchg/Hold(33), Lock-Acc/EndRdx/Rchg/Hold(34), Lock-%Hold(46)
Level 35: Assault -- EndRdx-I(A)
Level 38: Rain of Arrows -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(39), Posi-Acc/Dmg(39), Posi-Dam%(40)
Level 41: Entangling Arrow -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(42), TotHntr-Acc/EndRdx(42), TotHntr-Immob/Acc(42), TotHntr-Acc/Immob/Rchg(43), TotHntr-Dam%(50)
Level 44: Stealth -- EndRdx-I(A)
Level 47: Power Build Up -- RechRdx-I(A), RechRdx-I(48)
Level 49: Temp Invulnerability -- EndRdx-I(A), S'fstPrt-ResDam/Def+(50)
Level 50: Cardiac Total Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 1: Vigilance
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(13), EndMod-I(19)
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1380;664;1328;HEX;| |78DA65935B53525114C7F74188B85FD410C504512488238C3DD758D68C33EA38D1B| |B7382A39E89803950E65B9FA18BD7D4AC8FD0F5BD9B7D85A6AFD0E5A5EB4C438BF5| |DFA20C0CF03BFCD75E7BADFF62EFD93B536E21EE5E108AF75249ABD516A6F445BD5| |CD44DDBACB664145CF9B256CDE4EBA6AEDDB40B21C287E1858BB71617D56BA651B8| |B130699A9595502B72552B2FE94575D22C2CEBE66A60BA4CD0CB75F5F0C1355FA99| |4D42B256369B9EEE4E77C55D78B3E7E9CD135DAA3B66C5403FC7BBA7CDBA819D78D| |92515F0D5EAE1A0575BEB2424566B55A9D76EFA39E12F4B96F11F2D5E812FD849C3| |82131C18803DB47EB6C628725CB2EC3BBC7883D66A4F619679F301E519622B31448| |16247B911C43F2585BF20E657521CBDAF58C25EB2BE039C3FF9231F29AF18096DBB| |05CD8D22C3968E4762EDCB0D83F599AD2C9CFC03FA5895DFAE1908D3950D589C69C| |68ACA7AD3169679DB25CC8525C98923BC67051418FECC11367698F16FBD083E2435| |B7E60832201B94D005210DBAC51A45B46BA11E94164980AF44A47BD889C6AC3434A| |0D4947A1BFECB5EF07F09331F20BF8CDC8FC616CD277588E3A8CE1F6BF0030E3080| |61FC1A803D4C500BAB00D3879927117E0668C7B002F23E763EC539141D9DAE01BDE| |E8F45BE01DF01E53FEC0C81C30B6286B48660DC149144EA270128593189C64E0394| |81D0EA343318CD13DA5C0A8F4380A3B09584DC06A02676C0C1EEFD1F2A4AC9B5C63| |0367D6810D609391DA82C76D8687EAA665DD34EA1ED01956E50150F1278D031F299| |2957F73168B7321A539A488B575CDE84D2F91EA50B21D4AAE4399E850CE7528331D| |CA5C53519A57AFD198B7B6AEAE5038EAF0B7AE65E38B93A2D2AE82F3FEEDB834C2D| |2D7E35292A5EF47924589E20A0141E03C9DFF1C1634FE0395EDEDF3| |-------------------------------------------------------------------|
-
Quote:DOH! Not a math fail, I must have been looking at a different archetype in mids when I did it... Dumb Di Dumb Dumb. DUMB!What the hell math are you using? Is that the 'new math' I keep hearing about in schools? Maybe explains our international standing.
Blasters have 77 combos now (11 primaries x 7 secondaries); 60 before this proliferation. Dominators have 49 (7 primaries x 7 secondaries).
If you consider the APPs/EPPs, blasters have 9 choices and doms have 8. 77 x 9 = 693 vs 49 x 8 = 382. That's over 300 more.
You know what the 'good' news for doms is going to be post-I21? That blasters won't be getting any farther ahead as they've gotten EVERYTHING proliferated for them that's possible.
Join the protest!!! -
I have been seeing this as well. I was just thinking didn't there used to be a / command that would fix this sort of thing. I am thinking it was /sync?
-
I can't say it happens all the time, but I can say it happens enough that I can't just blow it off. Its acts as if it thinks I am trying to place it on an enemy or something, because if I get closer and I can see an open patch of ground it will let me drop it. It just seems like a behavior that I didn't have a problem with in years past.
-
Ok, so I had been away from the game for a while. I played for about 2.5 years prior to 2009 and I came back in 2010 some time. At some point something must have changed with the way that location AOE's are planted on the ground. I used to be able to reliably hit boost range on my archer and drop ROA in the middle of a mob with out any fuss.
Now I find my self doing the same action only finding that I am clicking on the ground like mad trying to find a spot where it will actually let me drop it. By which time most of the mob has been wiped out by my team, sometimes the circles will actually expire and I'll have to activate the power again.
Is this a known bug, a "feature", is there a fix I am unaware of?
All I know is it is incredibly frustrating and slows me down.