Blue_Pulsar

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  1. [ QUOTE ]
    [ QUOTE ]
    It'll make the heavy badges unobtainable, but you can always just delete the badges too, since in this case player unhappiness seems not to matter too much.

    [/ QUOTE ]

    Actually, it'll make the Heavy badge MORE obtainable by not having Heavies locked to certain people for farming purposes. It's # of heavies picked up, not the length of time you own them.

    [/ QUOTE ]

    And this is what happens when ppl don't read the whole post they are quoting. I just skimmed over the post quoted here like on page 2 and I remember what it was saying.

    They were refering to a proposed alternative nerf saying something to the effect of...

    "after all this, just remove the heavies altogether. That will make the heavy badges unobtainable but you can get rid of those too"
  2. [ QUOTE ]
    I would feel a lot better if you had also said at the same time that the actual RMT, not just the spamming for the RMT, was also zero-tolerance. Any account believed by NCsoft to have sold inf or items for cash should be deleted and the IP address banned, any account believed to have purchased inf or items for cash should have the items deleted and the inf debited from the character (on first offense) or deleted and IP banned themselves (second offense).

    [/ QUOTE ]


    Unfortunately, the only thing here, iirc, is that they are advertising in the game itself. What I have been told before by many a MMOer that knows more about this than I, is that when you "purchase IG money" the seller has it set up so you are paying him/her for the time spent, not the money/item itself.

    A lower level character send me a tell while I was on a small team and asked if she could join. I don't like beggars but one more wasn't gonna hurt and I felt like being nice. They got great XP and as a "thank you" (it was not solicited) they gave me a decent chunk of inf. Now, I was, in essence, paid for letting her on the team. Something of value was exchanged. Is this ok? What if my roommate asks for 10mil inf and I say "buy me taco bell and its a deal." Then money in the real world was exchanged technically, so where would you draw the line?

    Thats my interpretation, so for now, it appears that only advertising IG is illegal. If anyone else can elaborate on this, that would be great.
  3. [ QUOTE ]
    I agree. The spam is beginning to get quite annoying.

    [/ QUOTE ]

    While I agree with you, also, there are two things you must remember:

    [ QUOTE ]
    Let me also take this time to point out that...

    [/ QUOTE ]


    1: This is not the place to discuss this. This thread is for the discussion of the server downtime and the patch being installed. Not to voice your oppinions with a subject that has been talked about many times in many other threads. And behavior like this is actually frowned upon (if not against the rules) by the forum administration and forum posters/readers alike.

    [ QUOTE ]
    The way this works is: My dime - your time - I pay to play - you should pave the way.

    [/ QUOTE ]

    2: Here you use an age old argument that has been around since the purple patch or before. While I have some feelings that mimic yours, it is not at all "the way it works." We pay a small fee for a whole month of playing a video game that is very indepth and unique. You dont call up Rock Star and [censored] them out for not making the new Grand Theft Auto game the way you want. You dont go into McDonalds and say "Hey, I pay money here! You better give me pizza. Cuz you should since that's what I want." This way of talking to the devs/GMs or whoever you were aiming at is also frowned upon and can in some cases be considered against the EULA.

    So, while you are allowed to have your opinions, do some research and stop and think about what you say before you say it. Positron did say this was going to be addressed when all the crazyness of Issue 10: Invasion dies down. Hell they just came out with Issue 9 not too long ago, so I think that we will just have to deal with the anoying red messages for now.
  4. [ QUOTE ]

    The longer I watch, the more it looks like the creative team is biased toward Magic types. Odd, since the magician was usually the last person any Supergroup wanted to listen to. (The Justice League may have had Dr. Fate on the speed dial, but they'd much rather have Batman solve their problems. Then again, the Freedom Phalanx doesn't seem to ask Numina for help that often, either...)

    City of Archmages, anyone?

    I miss super-science comics; Hell, if a comic-book mutation can give you the ability to control the weather, there's no need to pigeonhole oneself.

    Vulpy

    [/ QUOTE ]



    I totally agree. Too much magic. I hate magic.
  5. [ QUOTE ]

    Edit:
    _Awry_, you need a hard hit on the head. Calling Henchmen "pets" should be a bannable offense. Pets are uncontrollable underlings who has one type of behaviour, Henchmen can be given orders and will follow them as well as their powers allow them to. While some Masterminds can get both Pets and Henchmen, no one but Masterminds can get Henchmen.

    [/ QUOTE ]

    Pet is a summoned entity that is created to assist the caster.


    So this is totally not what Henchies are?



    [ QUOTE ]
    Pets are typicially more straight out powerful than Henchmen but you can use more complicated tactics with Henchmen.

    [/ QUOTE ]


    So... 3 imps can beat up my 3 zombies? or my bruiser? A Dark servant is more powerful than a Commando?
  6. Before i rush headlong into this post, I want to say that your guide is good, and I was simply pointing out that you were discounting many powersets that shouldnt be discounted. Many of the sets you discounted were ones you said something to the effect of "we don't even have any high level of this toon type" about.

    But since you seem to want to get upset about what I posted, I will remind you of what you said at the end of your original post:

    [ QUOTE ]
    I think this is more or less complete, but I’m open to any and all criticisms and corrections.

    [/ QUOTE ]

    Anyway, here is what I have to say in defense of my post:



    [ QUOTE ]
    Since you offer basically no explanation as to why I'm wrong other than "it worked for us," I'll tell you that I think you're wrong, too.

    [/ QUOTE ]

    I never said the words "it worked for us" and I offered an explanation for everything I said.

    [ QUOTE ]
    When I've been on balanced teams, we've failed

    [/ QUOTE ]

    i also never said anything about building a balanced team. My ideal team consists of 2 brutes, 5 corrs and an mm. The mm haveing ranged pets that altogether do more damage than a corr. But they stay in ranged mode away from the aoes. And since the MM doesn't have to attack, he can then focus more on healing/buffing/debuffing.

    [ QUOTE ]
    When I have a MM on the team (or, when I do this on my MM), they all say the same thing: "I'm useless here."

    [/ QUOTE ]

    Then i can tell you have never teamed with me or any of the great MMs i have ran the RSF with. For reasons, see above.

    [ QUOTE ]
    Dominators have only proved useful as Vengeance bait.

    [/ QUOTE ]

    Then you have teamed with some sh**ty doms.

    [ QUOTE ]
    Control means nothing unless you can hold 8 level 54 Heroes at once. Nothing. Sure, it helps if they're coming one at a time, but too much can go wrong when you're pulling to rely on that.

    [/ QUOTE ]

    I will say nothing of the fact that many teams never rush all 8, they rely on pulling and it works for them.
    I will say that many ppl on my team have been happy that posi was stangind deathly still and not melting our a*ses and the Synapes wasnt running around like a nuclear chicken with his head cut off. But apparently that means nothing. NOTHING

    [ QUOTE ]
    Resistance means nothing with the damage Statesman alone puts out, much less when you're fighting all of them at once. He will 2 shot pretty much anyone (it would be one shot if they didn't code it to prevent that from happening).

    [/ QUOTE ]

    O.K. This one will take a minute. At first read, you seem to have a point, but thats only if you dont look at the rest of the team and in escense, the whole picture. Ill start with debuffs.
    Dark/Rad/Poison secondaries all have a -damage debuff somewhere in their arsenal. Dark and poison have more than one.
    (all numbers from herobuilder)
    Darkest Night: 28.125% damage debuff (corr) 22.5% (mm) (dark servant can also use this power)
    Enervating Field: 22.5% damage potential debuff
    Weaken (poison): listed as SEVERE debuff for damage potential, so im gonna guess safely around 30%
    Noxious Gas: 35% damage potential debuff.

    Now, im not totally sure on this, but i think that there is a debuff cap. And these 4 powers prolyl hit that cap. And they come from 3 toons, and 3 of the powers are AoE. Now, it is not at all uncommon to see these three toons on an rsf together. So, while im not sure of the debuff cap, i think its safe to say that these powers could cut the damage of the heroes in half. Then we go to the damage res buffs. But first let me put up a quick layout of my ideal team. Sinse primaries probably mean NOTHING to you, much like other things, ill leave them out.

    /stone brute
    /inv brute
    /rad corr
    /kin corr
    /sonic corr
    /sonic corr
    /dark corr
    /poison MM
    (i have an entier post on this team and explain in great detail, look for Perfect RSF Team)

    Ok, in my ideal team, we already have all the damage potential debuffs that i was talking about, the corrs left all have damage res buffs, but ill leave the kin and his Incread Density out, since it last for like 15 seconds. The twin sonics (who i like mostly for the awesome debuffs they provide) can stack the individule buffs up to almost 47% damage res (23.4% per sonic buff, 46.8% with 2 corrs), and the Sonic Dispersion ads around 15% more per corr. Bringing the Resistance buffs from the twin sonics to a total of almost 77%. On the brutes, that will cap their resistance at 85% (or whatever the cap is for brutes) and probably come close to the cap for squishies at 80% (again, not absolutely sure of the cap)

    So, lets look at this so far. Lets say an AV/Hero throws a punch at 1500 damage, more than enough to kill any non melee toon. But then take that damage and cut it in half with the debuffs mentioned earlier. 750. Ok, add in the damage resistance (we'll say 75% to be on the safe side) that you say is useless and all of a sudden the 1500 damage is less than 200. I'd say that would be an acceptable hit to any AT at full, or near full health.

    But lets say for the sake of argument that statesman has an attack that hits for 3000 damage. After it makes it's way through the debuffs and the damage resistance, it's lookin a little more like 375 damage. But, like you said, damage resistance means NOTHING.

    [ QUOTE ]
    Obviously, since /Poison has exactly one AoE you're mentioning, it can keep 8 level 54 Heroes from hitting me for the 15 minutes or so we'll be fighting them, MINIMUM. Thanks so much for proving me wrong there, sparky.

    [/ QUOTE ]

    Don't mention it, chief.

    [ QUOTE ]
    With I8 upon us, a lot of this will change and our little bickering will be a moot point. Over the next week or so I'm sure we'll run some more of these and we can revise strategies to include a more diverse group of AT's. As of today, you might be right about some of this. As of yesterday, not so much.

    [/ QUOTE ]

    Weather or not its a moot point does not change the fact that you have a bad opinion of how certain ATs and powersets work.
  7. This has to be the most rediculous thread I have ever seen in my whole life. Ok, the OP had a weak post, but at least he tried... and the rest of the posts were just... omg... everyone (including myself) shut up and go play the freakin game.
  8. After the disaster of Liberty Badgers (i don't have time to go into it, if your a badge [censored] [called badger on liberty] and you play on liberty, you know the story) the old channel "Badgers" was revitalized. Also, some people created "LB" as a tribute to "Liberty Badgers." Then everyone found out that the OP of Badgers was the cause of the disaster that befell Liberty Badgers, and he went on the kicking spree again to get ppl into his channel. So now, LB is THE channel for badges/TFs/SFs/ and general game related things. It is also #2 largest channel in the game. Though, Liberty Badgers, and Badgers still exists. So...

    Liberty Badgers: Long running but now dead badge channel: Liberty

    Badgers: Old channel, made unprivate again but sparce : Liberty

    LB: Newest and biggest Liberty badge channel
  9. After doing the sf (or attempting it) a few times, you get the hang of the missions. There are tricks for the tough missions, like pullin the future freedom phalanx on top of te globe in the 3rd mission and other guides on how to pull the FP in the final mission (I stand behind atlas' boot with my dark heal que'ued and make sure that i have shadowfall on, and hopefully grant invis on me, then i jump from behind the boot on the ground out of sight... wait for animation to finish then run out of sight. This will usualy pull Numi or Numi and Syn if done right.) But youll find that after a few trys the SF starts to get familiar to you, and after that the most important thing to remember is a good team build. Check out my post called The perfect RSF team. It covers the builts and ATs of an aideal team and a few tips. Also some suggestions by others afterword.
  10. [ QUOTE ]
    That top-end poison debuff sure is great... if you send a pet into melee range. IMHO, if you're a MM going with ranged pets, you're not as likely to take that power... I know I didn't. So I'm thinking it could be tricky to find an MM who has both ranged pets and (the name escapes me right now) the top-end poison debuff.

    [/ QUOTE ]

    Ok. I can see that, when I read this Re: you had 6 posts. So welcome to the forusm. I would like to give one bit of advise. If you are going to make comment about a thread, read the original post... no, I mean actully read it. Ill even narrow down what I am talking about. The two biggest paragraphs in the my post are about the MasterMind. One deals witht the primary and the other deals with the secondary. Ill quote the one about the primary.

    [ QUOTE ]
    Anyway, some may wonder why I chose thugs. Well we know that they are arguably the highest damage MM primary, but thats not why. If you remember earlier, I said that melee pets were bad. As I say that, you may wonder why in the world I would want a bruiser then... Hold on, dont get ahead of me. Take a look at the little thugs. They do ok damage, but are quite squishy, the enforvers change all that. If you slot your enforcers with defense SOs (which, if you have 3 nuclolis, you can still have 3 damage and 3 acc), their maneuvers that they supply your henchmen with (including themselves) will equal close to 45% in total. Add the Corruptors running their manuevers (see below in the part where i talk about corrs) and your pets will have their defense pretty much to their ceiling. Not to mention they are ranged with their guns and fire attacks. All but the Bruiser. Now, I have a thugs/psn I've been tryin to level. I was planning on mercs since they are all ranged, but then I thought of somthing. The bruiser is, essentially, a brute. It is quite tough and can take a good hit or 2 before dieing. Buff it a tad with some sonic buffs and it's even tougher. Ok, so the bruiser is good... but think harder. The level 38 poison power I mentioned... it affects all enemies around one HENCHMAN... so the bruiser is perfect! It runs right to where it needs to be and has the highest chance of surviving than all other MM pets at melee range with an AV/Hero. The only reason I didn't put more /Poison MMs in this super team is that MMs are the squishiest AT and tend to die no matter the situation... if they are in the fight that is. Plus, too many pets can be a hinderance to the team.

    [/ QUOTE ]

    See that right there? No? ok, let me narrow it down further.

    [ QUOTE ]
    The bruiser is, essentially, a brute. It is quite tough and can take a good hit or 2 before dieing. Buff it a tad with some sonic buffs and it's even tougher. Ok, so the bruiser is good... but think harder. The level 38 poison power I mentioned... it affects all enemies around one HENCHMAN... so the bruiser is perfect! It runs right to where it needs to be and has the highest chance of surviving than all other MM pets at melee range with an AV/Hero.

    [/ QUOTE ]

    The Thugs are largly ranged with guns and good damage until you get to the bruiser, he is basically a SS/Inv brute with a poor AI (he makes stupid desicions and needs to be micromanaged to be at best efficiency.) So while your other henchies are hanging back out of Aoes, you have your own brute in there carrying the poison debuff to the apropriate AV/Hero. He is melee.
  11. I looked back for a dozen pages and found nothing like this topic, So here goes...

    What would be the perfect RSF team? I believe everyone could agree on what would make a good RSF team, but as far as the perfect one, there would be many opinions. So...

    Disclamer: Please understand that this post is my opinion and may not be the best. And while many of you reading this may be in one of those Super Groups that has the same uber team run every day and you know the RSF like the back of your hand, there will be some reading this that have to depend on a small group of friends to start with and complete the team with a make shift PuG. Also note that all the information that I have and list is from experience and numbers from Hero Builder. I am not a number cruncher, but I am good at math. Remeber this as you read the rest of my post

    That aside, I would like to clarify what I mean by an RSF team, or what is needed for it in particular. When I think of, or consider, a player/toon for the RSF, I must consider the toughest obstical to overcome. The Freedom Phalanx. I base a toons effectiveness by powers on what they can do to a very strong AV/Hero. Basically the last mission. I know that any somewhat-balanced PuG can complete the first, second and third missions. And it doesn't take much more power to defeat the Vindicators in the fourth mission. In fact, before I finally was on my first succesfull RSF, there was only one time out of a dozen that I was on a team that could not beat the Vindies, and that was because one or two people left and the others were giving up.

    So with the last mission as a focal point, there are two main things that you need to worry about. They are (1), survivability, or the ability at wich you can mitigate (avoid, by either resistance, regeneration, defense or just plain healing) the damage of the Heroes; And (2), obviously, being able to actually defeat the heroes. This is done with damage and debuffs, and is what is covered mostly after the list of ATs.

    These 2 points are, in my opinion, equally important. Some may argue otherwise but I beg to differ. If your team can not handle the damage output of an AV/Hero, it doesn't matter how much burst damage you have, or how much damage you can stream, you'll die to the alpha strike without the mitigation. On the other hand, if all you have are support players, sure, they can heal and buff all day, but without enough damage, you'll never be able to counteract the regeneration rate of the hero. This happened to me. At one point, with a 6 person team, we defeated all of the FP but States, and could not... I mean, could NOT kill the Superman wannabe.

    One other important thing to consider is that you will definatly want some good Resurrection powers on the team. Even the best team will have wipes every now and then. Since much of the mitigation used on the RSF is Defense and much of it works well because of ToHit Debuffs, there is the wild card of the 5% accuracy rule. Basically, if a level 50 /Super Reflexes scrapper agroed a level 1 Hellion long enough (with confront maybe) for the Hellion to attack 100 times, then, according to the numbers, the Hellion would hit the scrap 5 times. So, any team could have a bad day and lose three or more at one time to a Hero on the RSF. And if you rush the FP, your almost guaranteed a wipe or two. The hands-down best rez for this situation is the Dark Miasma rez, Howling Twilight. It rezes all within a PBAoE, and also has some nice debuffs.

    Anyway, here is the team makeup that I came up with and then I'll explain myself.



    Brute Super Streangth / Stone Armor

    Brute Super Streangth / Invulnerability

    MasterMind Thugs / Poison

    Corruptor Radiation Blast / Radiation Emission

    Corruptor Sonic Blast / Sonic Resonance

    Corruptor Sonic Blast / Sonic Resonance

    Corruptor Sonic Blast / Kinetics

    Corruptor Dark Blast / Dark Miasma


    Now, I'm sure many people are going to read the list and then stop reading and flame, but I'll explain each AT and powerset.

    First, obviously attempting the RSF whithout brutes is just not smart unless trying to prove a point. So if you want a Synthetic Hamidon Origin enhancement (SHOe) and that is your main goal, brutes are pretty much necessary. Also, there is no doubt, no tougher brutes than Stone Armor brutes in granite properly slotted. Hard to hit because of high defense and if you do hit them, they got the high damage resistance. Some even run Tough and Weave from the fighting pool to help boost their damage resistance as high as they can. However on this team, it won't be necessary because sonic corrs have bubbles similar to FF except they provide damage resistance instead of defense. But more on that later. So, stone can take a hell of a beating. Running a close second is Invulnerability. Why not both stone? Well, it has been my experience that one stone running taunt SOs in mud pots and also using the Taunt power will take more agro than the Inv brute as long as he doesnt taunt, so no need to have a second Stoner that is slower, recharges powers slower, and does less damage. The reason I chose Super Streangth is that for single target attack, it's amazing with full fury. And rage is just so much more amazing... *shudders* From my experience and IMO, SS is best for single target damage. And thats what we want on the last mission, focus on one at a time.

    Now, with the MM... I know that most ppl dont really think MMs are very good for the RSF. And for the most part, they are right. Unless the pets are ranged, they will not last long, 'cause the aoes put off by the Heroes will kill the pets so fast, it's really not funny. On top of that, the MM's debuffs and such are usually (dependant on the power) at 25% less than that of a Corruptor. So if you have a MM with melee pets, you'll usually have a weak corr with little or no attacks... however, if you take a look at the numbers for /Poison, they will astound you. They have the strongest debuffs on the Villain side. The level 38 power is an ENORMOUS debuff that is placed on a chosen henchman. The henchman is unefected by it, but ALL enemies around him are drastically effected by it. A whopping 35% decrease in defense, damage resistance, damage potential, and accuracy. That power alone beats any other single power in any one of those attributes on the villain side. In fact, its the strongest single debuff for resistance and defense, even compared to rad defenders... no kidding. (Rad defender's Radiation Infection: 30% -Acc, -Def. Rad defender's Enervating Field: 23% -Resistance, 32% -Damage.) Ok, so thats one power. Take a look at the second and third powers in /Poison. Envenom: 30% debuff for (deep breath) Regeneration, defense, resistance, blah blah blah... amazing power in and of itself, and... it stacks. With 2 recharge SOs in it, and without missing, you can stack a constant three on an enemey. Then there is weaken, which I didn't have numbers for because Hero Builder didnt have them. However, it did say that the debuffs were severe in -acc and -dmg. Plus, all the effects that the target could put out are also dropped a mag (magnitude) or 2. Basically all the mezz, heal, buffing, and end drain blah blah blah... basically would make an average PvPer feel like a lvl 1, lol. J/K

    Anyway, some may wonder why I chose thugs. Well we know that they are arguably the highest damage MM primary, but thats not why. If you remember earlier, I said that melee pets were bad. As I say that, you may wonder why in the world I would want a bruiser then... Hold on, dont get ahead of me. Take a look at the little thugs. They do ok damage, but are quite squishy, the enforvers change all that. If you slot your enforcers with defense SOs (which, if you have 3 nuclolis, you can still have 3 damage and 3 acc), their maneuvers that they supply your henchmen with (including themselves) will equal close to 45% in total. Add the Corruptors running their manuevers (see below in the part where i talk about corrs) and your pets will have their defense pretty much to their ceiling. Not to mention they are ranged with their guns and fire attacks. All but the Bruiser. Now, I have a thugs/psn I've been tryin to level. I was planning on mercs since they are all ranged, but then I thought of somthing. The bruiser is, essentially, a brute. It is quite tough and can take a good hit or 2 before dieing. Buff it a tad with some sonic buffs and it's even tougher. Ok, so the bruiser is good... but think harder. The level 38 poison power I mentioned... it affects all enemies around one HENCHMAN... so the bruiser is perfect! It runs right to where it needs to be and has the highest chance of surviving than all other MM pets at melee range with an AV/Hero. The only reason I didn't put more /Poison MMs in this super team is that MMs are the squishiest AT and tend to die no matter the situation... if they are in the fight that is. Plus, too many pets can be a hinderance to the team.

    Ok, Corruptors. First I want to say that in this perfect team, all support ATs (including the MM) should have full leadership. Including Vengeance of course. Now, my choice of corrs will be a bit tough to convince people on. Most will want (in a team with an mm and 2 brutes) three rad, one kin, and one dark. That would make a great team, don't get me wrong, but, I beleive that sonic corrs are largely overlooked. Check this out. We all know rad destroys defense. Ok, that's great. But after defense is so low, we can hit the target no matter how much more you lessen the defense. But, damage resistance will always get better and better when stacked higher and higher. While rad has one power that has a constant -22.5% res debuff, sonic is going to be much better at that. Here's the numbers.



    Sonic Resonance

    Sonic Siphon: 18.5% res debuff, duration: 30 seconds (Hero Builder says 40, but arena tests show 30) Does not stack

    Disruption Field: 11.25% res debuff, duration: constant (toggle, ally, AoE)


    Sonic Blast

    Most attacks have a 13% res debuff that has a duration of 4 seconds and they stack with each attack that hits, average number of stacked debuffs from one sonic corr's attacks: 3

    So... 18.5 + 11.25 + (13)3 = 68%. Not to mention that sonic has some pretty good damage. And, what's more. The level 38 power for /sonic has a 11.25% accuracy and defense debuff. This is why I chose 2 sonic/sonic corrs and chose sonic for the primary for the kin. With one rad corr and 6 toons runnin tactics, there should be no problem hitting the Heroes, so in this team we focus heavily on -resistance.

    As for the kin, a stoner needs them to be effective. No debates about that. But any good player will tell you that sb is one of the top buffs in the game, even for non melee. Plus with FS, Transfusion, Transferance, ID, and all the other goodies that make Kinetics great, any team is smart for taking a kin. Now, as for the dark corr, it's got a great heal that has a nice debuff attacked to it and an awesome rez. But it doesn't stop there. Tar Patch is a great -res power too with 27.26% and with three recharge SOs it's almost perma, add one shot of SB and it stacks for a few seconds. Plus dark has great ToHit Debuffs and a great +stealth +defense +restance power. Not much not to love with a dark. I paired it up with Dark Blast so that alltogether it will have better ToHit debuffs. We all know why rad is good, so I wont go there... except 2 words. AM... lol

    One more thing on powers plus a couple tips. Like I said before, all support ATs should have full Leadrship. 6 tactics will almost guarantee accuracy at its ceiling (6 toons with tactics 3 slotted with ToHit buff SOs, or 6 x 15.6% = 93.6%.) And 6 people runnin maneuvers will make the accuracy debuffs much better(25% total from maneuvers) And even with just 5 Corrs runnin Assault, thats a 75% increase in damage. Vengenace is self explanatory. Now, someone should obviously have recall friend for the Vengeance trick and to help others get around. Probably the stoner. Another should have the medicine pool. At least aid other and the rez. That way we have one mass rez (dark) the rad rez, and the poison rez (dont use this on the brutes in the middle of a fight, it will eventually make their toggle drop and be held for a moment.) And one more should have the stealth pool, for getting through certain parts of the SF for shortcuts, and have Grant Invis so my pulls are better, lol. I also have found that if 3-4 people spam holds that are well slotted, they can hold Synapse down do keep the wimp from runnin all over.

    Ok, now, one last thing before I put on my flame retardant suit. This team is obviously overkill. And you could take out a sonic corr and add a stalker, dom or nothing and still do great. Remember, my point here is to design the perfect or Ub3r LRSF team. And thats what I think this would be.

    happy Re:ing
  12. [ QUOTE ]
    Sonic Resonance: Damage Resistance isn’t all that useful since they’ll still 2 shot you, but they have some nice debuffs. Not useless by any stretch of the imagination, but not ideal. I don’t think we have any high level /Sonic Corruptors anyway.


    [/ QUOTE ]
    Incorrect

    [ QUOTE ]
    Dominators might become more useful once the I8 changes to Domination go live, but right now they don’t have a chance of holding the Heroes at the end and can’t buff the rest of the team or debuff the enemy.

    [/ QUOTE ]
    Incorrect, I know from experience that (with my mm) my lich's hold, my hold, my Dark Servnats hold (all well slotted with mezz SHOes) plus one other player using a hold, we can hold a hero wuite often. Add a dom and you have a perma hold.
    [ QUOTE ]
    Poison: Poison is a double edged sword since it has great single target debuffs, but we’re normally fighting multiple Heroes at once. The one you target dies quickly and is completely defanged, but that won’t always help if another one runs in and AoE’s everyone. AoE debuffs are generally more effective for this thing, but Poison is a strong choice.

    [/ QUOTE ]
    Close on this one, but look at this.
    poison: Noxious Gas: Targeted Henchmen AoE: 35% debuff in Acc, Def, Damage res, and Damage Potential and small chance to hold ANY character. That's right AOE...

    wow, your ideas behind powers arent that great, man. capped damage resistance will help, especially the brutes. And especially when dark and rad debuff damage potential. Defense is not the only answer to damage mitigation, nor are heals. Damage resistance is good. I'm not gonna say much more. Look for my post soon about the perfect rsf team.
  13. i tried clicking on a few of the links and many of them were "not found' just thought that you might want to know...