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Posts
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Joined
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You can't increase its speed, but asserting (as ClawsandEffect did) that its downside is that you can't use IO sets for benefits in it is a bit absurd - it takes no power picks, so you have as many powers to use for IO sets with it as without it. Instead, it frees you up to take other powers and use the appropriate sets in them. If you're desperate for places to set-mule BOTZ then nothing about Ninja Run prevents you from taking CJ or Hover anyway - you've gained build flexibility at no tradeoff (except, of course, for your ten dollars).
Quote:Originally Posted by Fleeting WhisperYeah, I can see how $10, a power selection, 2 slots, and 3 enhancements makes Ninja Run faster than Fly.
That said, the sarcasm is misplaced - the fly speed cap means that, at the point of investing two slots in either, Ninja Run is indeed faster than Fly. -
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Maybe you haven't met the right tank yet! Maybe.. have you tried blind dates? Are you sure you're not into tanks?
Maybe it's just a phase, honey. -
Quote:I don't disagree, but this should be "two of the same great powers", not "the same two great powers". Your phrasing implies that there are only two great powers in Storm, which isn't true.Cold fills the possible solo controller hole of difficulty vs. AVs/EBs who can't by mezzed by giving you fantastic debuffs, as well as the same two great powers storm gets, as well as a great endurance tool at high levels.
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Toxic has the advantage of carrying the only DP secondary effect that another blast set doesn't already do better, but I don't know if they made the secondary-effect numbers worthwhile enough (on either defenders or blasters) for this to be worth bothering with. When I tried it during beta it wasn't really, although a lot of people seemed to feel it was great because, well, any debuff being applied by eight people using the same set at once is going to wreck the relevant attribute.
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On the plus side for DP, you can put out fires with bullets. The weirdness of that is worth something, maybe.
(Yes, Ice does it better. Ice Blast is not putting out fires by shooting them full of bullets.) -
Quote:Honestly, Gale isn't even all that great at the beginning. It has its uses, but it's never going to be an all-the-time power.I chose Radiation instead of Storm for its Solo-friendliness. Although Storm was a close second. The fact that healing is available in Radiation was the tipping point in favor of RAD.
I have never liked that Gale was forced on you. A power that works well at first, but later, either doesnt get used at all, or used under limited circumstances.
From a damage dealing standpoint, Storm probably holds better cards, but I like the survival tools in Rad better. They come sooner and work quite well even with minimal slotting.
On the other hand, I'm not sure there are any powers that give you quite the kind of safezone that Hurricane does. Hurricane is a beautiful, beautiful power, Tornado is another great staying-alive tool (once you've learned how to use it as such rather than fixating on it as a damage power) and the stealth from Steamy Mist synergizes quite well with the low-aggro Mind powers (although +stealth IOs have rather deflated primary/secondary stealth powers for a lot of people). -
I don't know if it's the best per se, but Mind/Storm is certainly a solid soloist. You get high ST damage at low levels, and at high levels when Mind starts to fall behind because of the lack of pet your damage is partly made up by Lightning Storm and by Freezing Rain's debuff.
Some people will complain about Mind/Storm because it is popular to immobilize targets and use Tornado as a damage power, and Mind has no immobs or other anti-kb powers. On the other hand, the reason Mind has no immobs is because it's too full of powers that actually control enemies and stop them from attacking, so I've never minded the modest loss of damage from not being able to immob + Tornado - the ability to actually shut down enemies makes up for it nicely.
One thing that will help a lot is getting either SS or a stealth IO to stack with Steamy Mist; Mind is quite good at minimizing aggro in combination with stealth. -
Quote:While I don't have strong opinions about Poison, I think -recharge is underestimated. Its value is less in preventing an enemy from attacking and more in the fact that enemies with one or two particularly annoying powers won't be able to use that particular power as often - AOE mezzes and debuffs are the first thing that comes to mind, but there are other examples.I ignored the -Speed and -Recharge because it doesn't matter; the -Recharge doesn't come into effect until the boss or higher has used all its attacks, sometimes more than once since some enemies have so many attacks they can string together a lengthy chain before the -Recharge really affects their output.
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Quote:Conveniently, every troller primary except Mind Control gets a pet.I was really thinking of Emp Defenders (since I've played 2 of them and no emp trollers), but I can only see it working well for a troller if you have a pet (or pets) that you can buff. Otherwise, it's still a set mostly looking to improve someone else and I wouldn't opt for it solo.
That said, I didn't have much trouble soloing with my ill/emp even before she got her Phantasm, but for a pure soloist ill/rad or ill/storm would have gone much more smoothly. I admit that when I think of "solo-friendly" I tend to think of "doesn't have problems playing solo" rather than "I will never be on a team, ever", so I don't mind having a few powers that don't see use solo if they're good enough when I'm teaming.
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I always assumed they were made out of forcefields of some kind and were therefore functionally identical to the "real" weapons, just lighter and cooler-looking. The bow doesn't make a whole lot of sense if it's made out of lasers/plasma/lightsabers. (Not that it makes much sense with force fields, but at least that way makes marginally more sense.)
I do like the idea of Vanguard-themed IO sets that can be bought with Vanguard merits, though. It gives you something to do with them once you've got the costume and bag. -
I don't know about defenders, but /emp controllers can solo just fine, depending on the primary. The same is true of /thermal controllers, and they're actually a bit more solo-friendly thanks to their debuffs. You'll do better on a team, but it's not mandatory.
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Quote:It took me a while to come up with something for Ice Armor, but I'm pleased with the effect. The character is dressed as an Ouroboros Mender, and her two costumes are identical except for one having a fire aura on it. When she armors up, I trigger a costume-change macro, and the ice armor plus the fire aura gives a pretty credible Pillar Of Ice And Flame effect.Ice Armor I'm having a really hard time with. It's the only powerset I can think of that completely obscures your character 99% of the time. Thorny Assault isn't quite so bad, but I've only had one idea I liked so far for a spiney character and I used that for... well, Spines. More a case of deciding on a costume that I like for that one I suppose
The costume concealment from Ice Armor is actually pretty mild when it's just the armors, and is considerably better in that regard than a stony running multiple armors. In my opinion it's Icicles and Chilling Embrace that push it over the top to an indistinguishable spiky glowy block. -
In terms of "building for", added recovery is the easiest to get significant amounts of. However, when you use IO sets you'll tend to end up with at least moderate amounts of endurance-cost reduction in your powers regardless, so that helps too.
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For what it's worth, it's probably cheaper to build a farm-effective Shield/SS tank than a farmworthy scrapper. It won't be as fast a farmer as the scrapper would be, but if you're making a farmer on a budget the tank is a credible way to go.
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Procs are also unaffected by the damage crash, so those of us who haven't been playing for 33 or 54 months also have that option to keep up their damage during the rage crash.
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Quote:Really? I would think you could replace the KC Rech/End with GWE Acc/Rech without losing too much - you already have three other enhancements in it that give end redux aspects, so unless I'm missing something you should be pretty well discounted even with that.I don't think "missed" is the right word. The original plan had a good +30% HP from set bonuses, which, with accolades, meant +50% HP and the character had more HP than a Blaster. However, for the sake of making the powers more effective, I opted for frankenslotting in many of the powers. In Knockout Blow particularly, adding another Ghost Widow's Embrace would have granted next to nothing boost-wise, but would have severely cut into its damage output.
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Given that bronze rolls are relatively cheap, rolling bronze in the 30-35 range isn't all that bad a way to get the three that show up on bronze rolls if you've got a nice heap of tickets. Of course, that also probably makes them the cheapest to get at WW's.
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Every stone tanker I've looked at the power list on has had his non-Granite armors.
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The problem with porting Poison with just that tweak is the possibility of Mind Control/Poison controllers. Poison can assume the existence of pets on Masterminds (even a petless Mastermind still had the option of taking the pet powers) but on controllers you need to allow for the possibility of a set without a pet in it.
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I did the same thing with my Mind/Storm until power customization made it possible to make Levitate look more like the various wind powers in Storm Summoning. Telekinesis is still off the table, though.
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Quote:I'm not sure what makes it a billion-inf build, other than the purple procs (I'd be surprised if those were necessary for this) and Health/Stamina uniques (probably much more significant). I notice you're very heavy on procs to build up your offense, which makes sense, and health/regen bonuses as your main defensive set bonuses (btw, another Ghost Widow's Embrace piece in KO Blow would get you an easy health bonus you missed).To those who have received my build: please respond. I'm not in it to simply boost your library of builds.
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I'm happy now. (-:
I assume then that your survivability has less to do with the build and more to do with intelligent use of Poison's debuffs and mitigation? I don't have much Poison experience, but I know from rad and dark just how effective even a few solid offense debuffs can be at turning swarms of enemies into kittens. -
I just love the idea that "you should probably take and use Taunt" amounts to "RAAAR BE A TAUNTBOT TAUNT ONLY ALL THE TIME". What, your day gets completely spoiled if you work Taunt into your attack chain?
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Quote:Heck, sometimes it just gets applied to anyone who uses their healing powers at all. There've been a few overreacting backlashes against the very idea of healing on the Defender forum that I've seen.Note: The derogatory form of 'healer' is not restricted to Empathy Defenders, and applies to anyone with a healing power who acts in the same fashion.
To the OP, I actually wasn't trying to troll when asking if you could make a character with this level of petless effectiveness who also took the pet powers. I'm genuinely curious as to (a) what you did and (b) how well it would work with a five-power penalty, which is pretty significant. The former I wonder just because you've implied you do some uncommon and/or unpopular things with this build (beyond the obvious one, of course), and the latter because I'm wondering if I might be able to apply the general ideas usefully.
You acknowledge that what you did is essentially a stunt, although an impressive one. I would like to know more about it than just a "HA! Doubters, TAKE THAT!" sort of post, because I am curious about non-stunt applications. -
I feel like people's hate-on for WoC comes from expecting to use it as a PBAOE control toggle like Arctic Air. It's a sensible expectation given that it uses similar mechanics, but in terms of its function it's more along the lines of a very strange melee defense toggle, causing enemies in melee to hit you X% less often. In WoC's case it's because they're confused during their attack and not because they failed a to-hit roll, but at the functional level it's more or less the same.
It's a little better than melee defense would be in that it protects you from non-melee powers used at close range (PBAOEs, those sword/axe cones) and it redirects the damage onto opponents. It's a little worse than melee defense would be in that it doesn't affect higher-ranked enemies or confuse-resistant enemies.