Bone_Machine

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  1. Bone_Machine

    I predicted this

    [ QUOTE ]
    I spent an hour PvPing in Siren's without Hide or Stealth and left with a 5:1 Killeath ratio. Of course, I was a little more careful than I normally am, but nonetheless, my point stands. If my Stalker can achieve a better K ratio than most of my (very) HO'd lvl50's in Siren's without the use of hide, you have little to whine about.

    A Stalker without Hide/Stealth still = PvP in easy mode.

    [/ QUOTE ]

    Let me guess... /Regen? Also, I would guess you didn't go up against Blappers who can 2 shot you or Scrappers who, if they crit, can 2 shot you. Or my Inv/SS tank that would eat ANY stalker not using Hide and does frequently ones that do... If a Stalker without Hide is PvP on Easy Mode then ANY Scrapper is PvP with God Mode turned on. They have a higher base damage, much higher hit points and can crit without the need for Hide or somebody to be Held. I think you are overstating things quite a bit to say a Stalker without Hide is easy mode.
  2. Bone_Machine

    I predicted this

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    HO's do not make a difference because of ED. HO's do not increase damage or ACC beyond what SO's offer since ED was implemented.

    [/ QUOTE ] There's that rock solid logic so often found on these boards...

    Never mind that using three slots, you are most likely exceeding the accuracy of any SO'd toons.

    [/ QUOTE ]

    Really, so will 6 slotting HO's give you more ACC than 6 slotting SO's? While you _can_ slot dam/acc HO's that nets you a whopping 15% more than a 3 and 3 SO slotting.

    [ QUOTE ]

    Nevermined that with three slots, you have three more slots which can all be slotted for recharge which would increase your DPS substantially. Nevermind that if you chose to six slot with Acc/Dmg, you would be getting a beneift over other SO'd toons 10% greater accuracy and damage like having someon on your team running Assault and unslotted Tactics.

    [/ QUOTE ]

    I never said that HO's didn't give an advantage, they do, but people complaining that they will suddenly be taking massive amounts of additional damage and having their defenses nullfied by HO's don't know how the game works.

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    No, HO's don't provide any increase in damage for those who can fully slot them. Can I have yours please?

    [/ QUOTE ]

    Don't have any.

    [/ QUOTE ]

    This, ladies and gentlemen, is a fine example of a Straw Man fallacy. See, he makes up some fictional argument as if I argued that HO's are more powerful than SO's when actually I argued that HO's kill defensive sets, and then proceeds to attack that much weaker fictional arguement to boost his original arguement. Classic.

    I know how the game works. I have been on both the receiving end and giving end of HO death. My Inv/SS tank can punch through ANY defence in the game with Knockout Blow SOLO. I have 3 Dmg/Acc HO's in it. Add that to three To Hit Buff/Recharge in Rage and another two To Hit Buff/Def Buff/End in Invincibility and I don't miss in Siren's call just about ever. And in lvl 50 zones... FA with three To Hit Buff/End and I can KO Blow through Elude with some consistancy. And all that slotting I would NOT be able to do without HO's.

    And just so you know, I've taken my come-uppens for that with my Ice Tank, /SR stalker and /EA Brute. In Siren's Call it's as if I have NO defence most of the time. Blappers almost never miss. Ever. The defence in both my /SR and /EA toons has almost no dicernable effect against high level Hero's that frequent that zone. I know what I am talking about.
  3. Bone_Machine

    I predicted this

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    HO's do not make a difference because of ED. HO's do not increase damage or ACC beyond what SO's offer since ED was implemented.

    [/ QUOTE ]

    Oh come on, it allows you to have 3 Acc + 3 Dmg in 3 slots and still have 3 empty slots to fill with End Red or Recharge (or whatever secondary effect your attack might have) SO's. If you are saying that doesn't have an effect on PvP you are sorely mistaken. The player doesn't have to make a choice between Acc vs. Dmg with HO's. He gets both.

    [/ QUOTE ]

    Read what I wrote. HO's do allow for more slotting options, I never said that they didn't. What I was pointing out was the HO's do _not_ increase ACC and DAM more than SO's do.

    [/ QUOTE ]

    I did. You said "HO's do not make a difference because of ED." plain as day and you even re-quoted yourself saying it. Especially since your statement was a response to my generic rant about how HO's negate defensive AT's and you directly countered that with your line. Nice try to wiggle out of it now. Yeah, you didn't say HO's didn't allow for more slotting options. You just plain said I was wrong when, actually, you just weren't looking at the whole picture.
  4. I really like the idea of adding Knockdown to Entangling Arrow. It's nicely thematic and differs greatly from Web Grenade in it's effect.
  5. Bone_Machine

    I predicted this

    [ QUOTE ]

    HO's do not make a difference because of ED. HO's do not increase damage or ACC beyond what SO's offer since ED was implemented.

    [/ QUOTE ]

    Oh come on, it allows you to have 3 Acc + 3 Dmg in 3 slots and still have 3 empty slots to fill with End Red or Recharge (or whatever secondary effect your attack might have) SO's. If you are saying that doesn't have an effect on PvP you are sorely mistaken. The player doesn't have to make a choice between Acc vs. Dmg with HO's. He gets both.
  6. Bone_Machine

    I predicted this

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    If you're dedicated to PvP then you'll have Fly and Teleport for Travel Powers


    [/ QUOTE ]

    Nope, Fly is the worst (in general) travel power for PvP. TP is a good secondary, but SJ is far better (for most tactics) than Fly is.

    [/ QUOTE ]

    I strongly disagree for Stalkers.. It's a GREAT travel power for Stalkers in PvP. It allows you to do things the other's can't. Like hunt with near impunity for one. Most people don't bother to look straight up. I do not have stealth and do just fine getting my bounty in Siren's Call. Hover overhead and when you find your target drop on them (with practice you can land right next to them from pretty far up) and hit Build Up as you fall so they don't hear it comming. By the time they notice you and get past the shock you are suddenly about to AS them they can't interrupt it. I find Fly to be far more desirable than any other travel power personally. Plus, getting away can be far easier going straight up and limits the teammates you may have to fight if they give chase after killing their buddy. And for me, with SR if I do get hit by a -Fly power, Sprint + Quickness + (Fitness speed power who's name escapes me ATM) = mini travel power. Not to mention that Fly allows you to AS kiting blasters and such. Takes a bit of skill to get the ones that like to move a lot but it can be done. Just use Hover as a break. All in all Fly is a GREAT travel power for Stalkers.
  7. Any chance perhaps of a positive change to Flash Arrow in light of the recent changes to to hit debuff enhancements? Pretty please?

    Also, what exactly was the Oil Slick bug? I thought it didn't light all the time by design. I'd personally be happy if you lowered the defence on the Slick. Nothing worse than MISSING with Blazing Arrow from the 'most accurate' of the secondaries...

    Other than that it's nice to see some love at all. THanks for the update.
  8. Bone_Machine

    I predicted this

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    I'd have to say that getting hit by fire or ice from a hamidon 50 hurts quite abit.

    Assault rifle on the other hand is a joke ahha...now THAT'S a nerf.

    [/ QUOTE ]

    HO's make no difference in how hard you get hit. they only boost damage by 33% which is the same as an even level damage SO. They don't make your attacks do more damage. It only hurts more then AR because of damage types. Ever see what fire damage does to a fire tank/brute or ice damage to an ice tank?

    [/ QUOTE ]

    It hurts more because it TOTALLY and COMPLETELY negates your defences. The Acc/Dmg HO's plus BU/Aim = I have no defences at all and have less hit points than a blaster = DEAD STALKER.
  9. Bone_Machine

    I predicted this

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    I'd have to say that getting hit by fire or ice from a hamidon 50 hurts quite abit.

    Assault rifle on the other hand is a joke ahha...now THAT'S a nerf.

    [/ QUOTE ]

    HO's make no difference in how hard you get hit. they only boost damage by 33% which is the same as an even level damage SO. They don't make your attacks do more damage. It only hurts more then AR because of damage types. Ever see what fire damage does to a fire tank/brute or ice damage to an ice tank?

    [/ QUOTE ]

    It hurts more because it TOTALLY and COMPLETELY negates your defences. The Acc/Dmg HO's plus BU/Aim = I have no defences at all and have less hit points than a blaster = DEAD STALKER.
  10. [ QUOTE ]
    I'm sorry, but Stalkers should not be getting access to any Snipe powers.

    They certainly should not be able to critical with them.

    The best ranged "epic" powers the hero melee ATs get is no powerful than the Power Blast / Lightning Bolt / Ice Blast level (tier 2?), and Stalkers already have Assassin's Strike available to them.

    This isn't just profoundly unfair from a Blaster's point of view. If I were a Tanker or a Scrapper, I'd be righteously pissed off.

    [/ QUOTE ]

    Considering how Stalkers have less HP than a blaster it doesn't bother me at all. I have a better chance taking out a stalker than I do a blaster as a tank, with or without a snipe.
  11. Nerfing the one really cool, SET-DEFINING, power? Really? I don't really see it. But who knows.
  12. [ QUOTE ]
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    Oh, and I dinged 49 yesterday on my TA/A!

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    You've got a pair of brass ones on you.

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    Yes, but Mieux has a broader view of the powerset than I do remember!
  13. I solo on Unyeilding with my TA/A. It's hard and take a lot of patients and often results in debt. That mostly has to do with whether or not Oil Slick decides to light. Here's how I take out a boss:
    Power Build Up
    EMP Arrow (I have this baby with 4 recharges in it so I can have it up as much as possible.)
    Ice Aorrow on the boss
    Oil Slick
    Blazing Arrow to light the Oil Slick
    Disruption Arrow
    Acid Arrow on the boss
    Glue Arrow
    PGA
    Rain of Arrow (Actually one of the best attacks in the set, does GREAT damage and recharges fairly quickly)
    Exploding Arrow (To take out the rest of the minions)
    The rest of my attacks on the boss.
    Of course at this point the boss is no longer held and I have to run/attack/run rinse and repeat.

    That works in direct coorilation to the percentage that Oil Slick decides to light. And you can see how many powers you have to shoot off just to make it possible. Yeah, they may not be toggles, but it sure does take a LONG time to get them all out.

    Oh, and I dinged 49 yesterday on my TA/A!
  14. [ QUOTE ]
    What's funny about your comment is you and the other TA morons are doing all the hating. I'm the one who's enjoying the set and singing its praises and you're the one trying to attack me.

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    That's not exactly what you are doing. You are singing it's praises and telling people that think it needs some tweaks/work that they just suck at the set. That's a hater. YOU started that. Nobody on the side that think the set needs work started with that sort of crap.

    And I've sung it's praises as well. I don't think the set is too far off the mark. But FA is basically worthless in it's current form IMO. That's about the most drastic thing I'd say about it. So yeah, keep thinkin' what you are thinkin' about me.
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    My dark/rad defender doesn't slot accuracy in attacks, and solos the third dificulty.

    [/ QUOTE ] lmao.....sure ya do.

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    Always the hater. The more you comment, the more you really look like you don't know this game.
  16. [ QUOTE ]

    While I like the non-toggle based setup, it's a definate killer in teams. Unless there's three tanks in the team I'm gonna die as soon as my debuffs start flying. Oh wow, that's such a powerful set isn't it? TA is Ok, it needs to be Good. Better yet if they do what's needed to put it at the same effectiveness of other sets. I don't care bout debuff numbers, just that this is my only permadebt defender due to not midigating damage well enough to survive.

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    Hehe, even three tanks won't necessarily help ya stay alive. I did Siege the other night and died multiple times just laying my debuffs on the mob we were fighting with no outside aggro and I'd get so much that a few people were telling me to target the tanks. Heh. I told them that all my debuffs were AoE and that wouldn't help. If it were my tanks I'd be watching out for the defender more, but people just don't know how to tank anymore. They were all busy beating up on the bosses.
  17. Meaning a solo spawn on Relentless(Invinicble in CoV) of 3 +3 minions would not hit me often enough that my paulty heal couln't handle it. That's it. Prehaps a tad bit of hyperbole, but a quite noticable effect, especially if you add in Chocking Cloud and EF. I'm pretty much not getting hit enough to matter. With TA in the same fight, if I don't get that Oil Slick to light the first time I might be hosed. ANd that's leading with EMP arrow and knocking them all out at once.
  18. Mieux,

    Yeah, that was pretty much my experience with my vl 40 Sonic/Rad Corruptor. I could pretty close to floor +3's. Nothing that my paultry heal couldn't hadle solo.

    Your posts continue to make me wonder if you really know this game as well as you think you do. If you would actually play another defender set that debuffs perhaps you could understand our frustration with FA.

    Oh, and I like how you say the guy who did 13,000 hit test was 'smoking' something. Classy as usual there Mieux.
  19. [ QUOTE ]

    I do see where you felt like your debuffs made a diff against +5's. I felt that way too...but that's just how I felt. No way to know if he really could have survived without a -5 lvl def putting down PGA. I suppose he would have had to use an extra inspiration or two.

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    Well, PGA and Glue and Oil Slick all help reduce incomming damage, not just PGA. PGA just debuffs their actual damage when they connect. Glue debuffing their recharge and Oil Slick knocking them down also make the damage come at a slower rate, even at +5-6.

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    I also teamed with a Rad/ on some of my level missions. Everyone was my level or lower doing my Invinc missions (once I take a Sk'd blaster through a mission where they survive +4's, they insist on doing more...lol). Consistently...PGA and FA hit more mobs than RI and EF. RI has a fairly big radius, but EF seems really small for some reason.

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    Just as a side note, my real complaint with FA in that instance was that even the -perception is worthless because of the to-hit roll. I had already noted that the -acc was not doing a damn thing at that level. Doesn't really matter what the -acc numbers are at that point.

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    After asking the Ice/Storm controller not to use Gale...and asking the En blaster to use ET against the walll...and not down the hall....the anchors were getting a better spread...and a few times were able to get all the mobs in the spawn. But this was like 1 out 10 they got everyone. Many ..many times...there were mobs completely out of the effect of either RI, EF, or both. Out of 10 mobs...maybe 1 or 2 didn't have FA on them...and this is +2's.

    [/ QUOTE ]
    But every single time FA is on all of them the -acc is doing almost NOTHING to help stop damage come in. An even level mission on invincible spawn of 16 with only 8 in the effect of RI is still far superior to a spawn of 16 with all 16 that have FA on them. The total damage comming in to the team is less with RI. I really don't get where you think that FA is doing ANYTHING to debuff their accuracy. I've had it 5 slotted for -acc pre-ED and not floored even level mobs accuracy. RI does that easily NOW, post-ED. I really think you are fooling yourself with the effectiveness of FA.

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    PGA definitely affects more mobs than EF...no quesetion about it. But...after the inital use, I tend not to reuse PGA...unless there are above a certain number of mobs or a purple boss has a lot of hit points left. Once the Rad joined us...there was no point in recasting it. So while I definitely affected more mobs initially, EF generally lasted longer ...even if it only affected one or two of the remaining five mobs.

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    As I said before, PGA is one of the few powers that any of us have a problem with. THe only real complaint before was that the Sleep component was worthless and as we know now it was a bug. I really don't recall any complaints from anyone about PGA outside of the Sleep aspect that has now been addressed.

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    If my life depended on it...I cant say who did more overall debuffing. There were several times where the anchor got knocked far away from the spawn...debuffing only one mob. I'll have to give the advantage to RI over FA in this mission for straight debuffing because we were fighting Fir Bolg and Tuatha which tended to move slowly. And RI is a better debuff, so it is more effective on those under it. We also had a Ice/Storm with Snowstorm and Ice slick and FR. I also used GA from time to time, so that kept them in a smaller area.

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    Again with the FA to RI comparison. RI can FLOOR even level minion accuracy post-ED. FA couldn't pre-ED 6 slotted with 5 -acc SO's so I really don't know what you think FA is doing in comparison to RI in the -acc arena. And if your Rad/* defender doesn't know well enough to drop their toggles if the mob runs or gets knocked out so far that it becomes a problem so they can re-apply RI... I don't know what to tell you. Sounds more like a skill problem.

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    That having been said...there is no way to account for all the several times I used FA to stop an adjacent spawn from aggroing. Typically we'd have two spawns close together and then half a mile to the next two spawns.

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    Yeah, this is it's best use and is the only reason I still have it. But it ALWAYS requires multiple applications so unless your group is VERY patient it's usefulness as -perception is even limited. Which get's back to my original point that the one really useful thing about FA is less than usefull because of the to-hit check. To have Smoke be identical in every way but a to-hit check is just dumb to me, especially when FA is a Defender primary in a set that ONLY debuffs. A controller power outdebuffing a defender power simply based on the fact that it has a to-hit roll just makes no sense to me.

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    Acid arrow on the boss....is a heck of a debuff when combined with DA. When I used Oil Slick...I'm sure I pulled ahead; I was mitigating more damage...and causing far more damage. Unfortuantely, OS did not light consistently. However, it was cool when Whirling Hands from the tanker lit it.

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    My personal fav is to team with a fire tank. Makes my job easy.

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    Due to the nature of the mission...and the long distances between spawns....Oil Slick was ready every spawn but when we had three back to back. The reality is that I didn't need it but a few times....and when I did use it...it was more just for show than necessity.

    The fact is, most of the missions I do...I don't need to use all the debuffs I have. I find that PGA, FA, and DA, are more than enough help for any well lead team fighting +2's. Even though I find OS is generally available every spawn or nearly every spawn when teams move without any pausing, it's just not needed. Same with Glue Arrow. When the +3's come out..or there is a Boss...OS comes out and it is extremely effective. With Acid Arrow...the bosses don't last very long...and this is with blasters/scrappers that are fighting +3's bosses.

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    I've found this to be true for me too actually. I don't always NEED all my debuffs (but then you can say that about any defender set). Which is why my calls for buffs aren't that drastic. All I want as far as the recharges go is the timers to, in effect, give back the pre-ED recharge times. In NO WAY was I overpowered back then. I was just plain more useful in situations where now I am less so.

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    I've done invinc missions now since level 25, with and without every trio and quartet the game can offer. Not once have I found TA lacking. And this is with a 1/3 of my SO's either stale or defunct since 28.

    Do players get defeated? Yup, especially when they play stupid. But the majority of these defeats happen with another defender on the team. So when I hear people say TA isn't as good as other defenders...well, I'm standing next to one of those "other" defenderse and they are as powerless as I am when people get cocky or unlucky.

    As an aside, I've noticed that that when people play with my TA...they generally play within themselves. As soon as we add anyone with heals...people start getting sloppy and we have more defeats. Mainly you get people taking alphas without warning the team or others have had a chance to set up.

    [/ QUOTE ]

    Well, perception is reality. If that's what you perceive, then kudos to you. I've seen the set pre-ED and know, just based on that, how the set can be better than it is now in more situations. They are gonna fix PGA's sleep component as well which, while not the most usefull of buffs, is still a buff and will add to the overall effectiveness of the set. You may not see it lacking, but I HAVE SEEN it lacking because I've seen it in a more powerful, but not overpowered state. So go ahead and belive what you will, but don't knock us for trying to make it better. Especially with your incredibly lame accusations of our lack of skill with the set.

    If they gave FA a larger debuff, do youthink it would break the set? Or if they left the debuff alone and made it auto-hit? Of no to either of those then why the hell are you arguing?
  20. [ QUOTE ]
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    I'd be happy with a long recharge, and a larger (20%?) debuff

    [/ QUOTE ] I believe that three slottd, the debuff may be as high as 20%. You also need to go back and look at my "AND" clause. While FA on it's own isn't "awesome" agianst +3's, it stacks with other debuffs (which is a reference to debuffs and +def of others on your team, since you still didn't grok).

    [/ QUOTE ]

    I belive when people quote numbers like that they are usually talking about base numbers. A 20% base acc debuff is a far cry from a fully slotted 20% and you know it. But I doubt it's near 20% even fully slotted.
  21. [ QUOTE ]
    If I can lead team of pre-30's on Invinc missions facing +3's and +4's without defeats....lvl 50's, with prolly twice as many slots (to say nothing of Hami-O's) and 1/3 more powers, aren't even going to be phased by +2's.

    The fact that I can have players drop from my Invinc missons and we still get through them fine means that your presence is not determinitive of the success.


    [/ QUOTE ]
    And you bring this up why? I wasn't bragging, I was explaining that it wasn't just a PL team as you insinuated. That's it. No need to tell me of your experiences. And again, there is a difference between being 'useful' and being 'determinitive of the success' which I obviously wasn't talking about.

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    When I've faced +4's...with 1 stale acc and two players running Tactics...I hit about 70-90% against them. YMMV.

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    Well, as you said, YMMV. But when talking about -perception 70%-90% doesn't really matter. It's still useless as explained above.

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    I said Flash Arrow was worthless, not Trick Arrow.

    [/ QUOTE ] lol...obviously I meant FA, not TA. PGA, DA, and GA do not require to-hit checks.

    [/ QUOTE ]
    Nice fake there but you said:
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    You are entirely missing the point. Whether it is ordinary or not, none of the powers in the game are designed around your ability to fight +5's. Complaining that TA is worthless because you can't hit +5's is evidence of your being out of touch with this game's fundamental assumptions .

    [/ QUOTE ]
    You were arguing as if I said TA was worthless and now you are trying to say you didnt' say that. You got caught in what is now looking like an obvious INTENTIONAL straw man. Just be a man and admit it or clarify in a logical sense what you were actually trying to do. Trying to twist my words on a message board where you can see what was actually said is kinda silly.

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    Yeah, 'quite useful'.

    [/ QUOTE ] You do now that the value of the debuff is reduced as mobs go up on level right? So DA is not giving you 20% -res like it is agianst even level mobs. I'm not sure what it gets reduced to against +5's...but if you find it "quite useful" then I guess you need to step back and afford me the same courtesy if I think FA is "quite useful."

    [/ QUOTE ]
    FA can be useful in certain situations. But as an acc debuff it's not even in the same ball park with any other defender set's acc debuff and you know it. And as a perception debuff it's rendered all but useless unless you are afforded the chance to pre-debuff while waiting for a team to be ready because it takes multiple applications to catch them all and even then it's staggered in it's duration. Not the best in the heat of battle to take multiple applications when Smoke auto-hits which was my point.

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    Lol...this is rich. "Chararcter attack" hunh? I merely asked if you were power-leveling and now you call it a charcter attack? I guess that means you're the one attacking the character of people who power level.
    And btw...i've never written one bad word on people who power-level.

    [/ QUOTE ]
    You just did with that insinuation and the context of this argument.

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    I know..it's called sarcasm. I am implying that your buffs aren't really amounting to a hill of beans against +5's. But hey, if you think they are doing something....that's all that matters.

    [/ QUOTE ]

    Um... I know it was sarcasm, but it was totally misdirected. Another straw man attempt. Your sarcasm was intended to attack an argument I never made. I clarified simply to point out that you were attempting to do that. Perhaps that's all the ammo you have though.

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    I'm not sure what you want from me, B_M. I'm just here to say TA is a great set if you have some skill / knowledge.

    [/ QUOTE ]
    That's fine, but all anybody here is trying to do is get the dev's to look at a set that needs some help. Not a lot of help, but obviously there are quite a few of us that are passionate about this set and want it to be what we all know it can be. And all you seem to want to do is boast how good you are with the set and how everybody else sucks with it. Well, we don't need your input, thanks. We can't really have much of a discussion about the set with you because you would rather attack people's skill with it than actually LISTEN to their arguments. So hey, you go ahead and tell people that it's a great set but don't give them false hope. And allow us our attempts to make it better. I mean really, how will it hurt you at all if TA gets a buff? You won't be 1337 anymore?
  22. [ QUOTE ]
    lol...yeah...with a team of lvl 50's fighting +2's...I should think so.

    [/ QUOTE ]
    There were two lvl 50's, two in their 30's being sk'd to them, a lvl 49 and a lvl 43 sk'd to me at 47-48(leveled last night), another 2 48-49 or so. It wasn't a team of lvl 50's and me being powerleveled.

    [ QUOTE ]
    This is a different issue. Two different AT's. The fact that the powers share the same base value means that the powers share the same base value. One power is called "Flash Arrow," the other is not. You'll need to put forth an argument why the mechanics of one is relevant to the other.

    [/ QUOTE ]
    Let me spell it out for you since you can't seem to grasp the idea. Concern hit the nail on the head and didn't need any further explination to get the point, but I'll make it easy for ya. With FA, fighting anything over even level is nearly worthless as a -perception as well as -acc because it takes MULTIPLE applications to get the entire group. If you don't get the entire group your -perception is WORTHLESS because the group will aggro anyway. So fighting anything above your level you get neither a whorthwhile acc debuff or perception debuff. Hence the power is WORTHLESS. It does nothing to help you or your team. Whereas Smoke, even with identical -acc and -perfepction debuffs is far superior because it auto-hits and will give -perception at that level with one application. Which is about all you could hope for out of a power like that at that level.

    [ QUOTE ]
    You are entirely missing the point. Whether it is ordinary or not, none of the powers in the game are designed around your ability to fight +5's. Complaining that TA is worthless because you can't hit +5's is evidence of your being out of touch with this game's fundamental assumptions .

    [/ QUOTE ]
    I have said over and over again that I don't think TA is worthless. I didn't get all the way to 48 thinking that the entire set is worthless. Hell, my calls for buffs to the set aren't as drastic as Concern's or Parrot's for instance(although I don't think they are far off and have no problem with either of their perspectives). Nice try at a straw man though. I said Flash Arrow was worthless, not Trick Arrow. But you know that already and were simply trying to argue an easier point that I never made. Again, nice try.

    [ QUOTE ]
    "quite useful?" Really? Can you tell me the % of -dmg PGA was doing against +5's? Or how about DA's -res. I'd love to see the values against +5's.

    [/ QUOTE ]
    Yeah, 'quite useful'. Glue Arrow slowed just fine. Oil Slick knocked them down and slowed them. The damage from it at that level was negligble though. Disruption Arrow debuffed their resistance. Acid Arrow debuffed their resistance and defence so that once hit with it I never had trouble hitting that mob again. Even PGA did it's job. I don't need to know the numbers to know that it was helping. When I didnt' fire it off, the regen scrapper that thought he was a tank died in the aftermath of the alpha-strike. When I did he'd be ok. There were only a few times where he got cocky and killed himself before the rest of us were ready thankfully. EMP arrow did a great job when things got out of hand, holding mobs, even with a short duration, with no problem. Even Ice Arrow saved my own butt a few times when I mob came after me. But FA was compltely useless. It's not a hard concept.

    [ QUOTE ]
    Why weren't you sidekicked? Power-leveling?

    [/ QUOTE ]
    Um... There wasn't one for me? At lvl 47 only a lvl 50 could sk me. Also I hit 48 the middle of a mission so the point is moot anyway. Nice try at a character attack though.


    [ QUOTE ]
    Ah...If you're 47, at some point you should also be facing +6's. Yeah...I'm sure they rely on your debuffs heavily.

    [/ QUOTE ]

    Again, see above, I didn't say they were relying heavily on my debuffs anywhere, just that they were useful. You probably already know that too. They all did their job to an extent even against +6's except for FA though. That one power had no point in the situation described above. Perhaps you don't know the set as well as you think you do if you can't understand how it is still usefull even against +6 mobs, somthing fairly common for most people to fight since the 40+ content was released in Issue 2.
  23. And only partly so at that.
  24. [ QUOTE ]
    What kind of idiot are you? The fact that you can't +5's is somehow proof of something? The fact that you expect it to be of some major value against +5's shows you are quite out to lunch on this whole discussion. I'd love to see how long you last with RI against +5's.

    [/ QUOTE ]
    Hmm.. I did just fine against the +5's. FA was the only completely USELESS power. I helped my team out and had no problems. I routinely team with my SG mates running lvl 50 missions on Invincible. What's the big deal? You don't have enough skill with TA to handle that?

    FA was completely useless because of it's to-hit check. Smoke from teh controller line is auto-hit. FA should be too. All of the other powers, when they were up, were quite useful.


    [ QUOTE ]

    And you sound like someone who needs to cash in their reality check. It's past due.

    [/ QUOTE ]
    I'd be willing to bet that many of the people on this board don't think what I was doing was out of the ordinary at all. Perhaps your skill level isn't up to the challenge. It would certainly explain why you think the set is ok. It underperforms when you push it, especially compared to other defender sets, but you'd only know that if you really pushed it's limits.
  25. Oh, and that's with two Tactics on me as well and I was missing that much.