Dot_Communist

Apprentice
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  1. Wormhole's usefulness on a team very much depends on the usefulness of the rest of your team Wormhole shines on teams, since it plays really well other people - setting up an Oil Slick (or a Tar Patch, or Freezing Rain or a Stone/ tank or other stationary debuff) then Wormholing the mob into the debuff patch from around a corner out of LoS can turn a tricky pull into a cakewalk, as you now have a nicely bunched, stunned, debuffed spawn ready for your DPS to rip into (you'll probably want to immediately follow WH with Crushing Field so the targets don't drunkwalk out of your kill-zone).

    KB needn't ever be a problem - learn to use terrain to advantage, kbing into corners and the like (the kb is directly away from you, so make sure of your facing before firing the power). If there aren't any handy corners and you have Hover (or Fly or a jetpack), Wormhole straight down at the ground (up works too, but you generally get more scatter when they land). If the fit really hits the shan, better to kb and scatter than to spend the time for the whole team to make their way back to the mission from the nearest hospital - if things are going pear-shaped, grab and throw the offending mobs as far away as possible. Also keep in mind that other people's AoE immobs often have a -kb component, but that one tends to be a last resort.
  2. Quote:
    Originally Posted by Donna_ View Post
    Is it that good that no one has anything to say ?
    I took a glance at it and decided our approaches are sufficiently incompatible any feedback I gave probably wouldn't be much use, other than maybe 'Why are you picking Tough, which is fairly worthless, before Wormhole, which is set-defining?'
  3. Quote:
    Originally Posted by ketch View Post
    What is the preferred slotting for Singularity?
    Depends what you're trying to do with it and how many slots you have to spend. I'm partial to 1 50 IO Acc/3 Peroxisomes for pure function; you could get it down to 3 slots if you use a Nucleolus instead. If you're building for Def, you can get AoE and Ranged from Blood Mandate or Melee from Sovereign Right, but you'll need to go 5/6 deep to get there, sacrificing control. If you're looking for recharge, you can get 6.25% from slotting 4 Call to Arms or Expedient Reinforcement, then drop Peroxisomes or generic Hold/Immobs in the other 2 slots.

    The pet uniques are pretty worthless unless you're /Cold or /FF, and Singy's pretty tough out of the box.
  4. The other problem with Shivans (to round out the /WP kryptonite trifecta) is that they prefer to attack from range, so not only are they doing a damage type you have no real protection against at your level, and not only are you at the defense floor after a couple of attacks, you're probably also not getting the full benefit of RttC, since a lot of the mobs attacking you aren't close enough to fuel it.
  5. If you use Hover for combat flight, slap it in Hover, since it'll probably be toggled on anyway. If you don't, either Hover or Fly, whichever has a spare slot - the stealth persists even if the toggle isn't on, so you can hit it every few minutes to re-stealth.
  6. Quote:
    Originally Posted by Inno View Post
    1) Can a WP get softcapped on defense?
    Yes. Whether it's worth the sacrifices you have to make to get there is another question (IMO the answer is 'no' in most cases).

    Quote:
    I had to eschew one Single Target Attack (which is sad because they are all great), which was Jawbreaker. Was there a better choice? Is this notion sound?
    Ai. Giving up Jawbreaker hurts - it's a solid hitter, and the knockup on it is wonderful mitigation on tough opponents. Fitting in both the Fighting pool and a PPP is tough on a WM/WP; I ended up skipping Fighting, and I'm happy with the end result. YMMV.

    Quote:
    3) I didn't take hasten, I just think I have enough attacks to make decent chains and putout some hurt.
    You're quite right, too I don't have Hasten, and only miss it when I get spammed with -rech effects; in regular use, my chain's just fine.
  7. Quote:
    Originally Posted by Inno View Post
    I am liking (no offense to Dot Communist) Javelin's build better as it more closely aligns with the feel of the character.
    Pfft, what's to offend? Pick what looks tasty to you and run with it, I don't think there's a wrong way to build one, only personal taste and budget - if I had the inf, I'd slot out my AoEs with Obliteration; I don't, so I don't.

    I find it odd to put off Quick Recovery/Fast Healing in favour of Health/Stamina, which do the same things but not as well, but that may just be me. I've found the passive regen of Fast Healing adds a lot more survivability at a much lower cost pre-20 than Mind Over Body does; your kilometrage may vary.
  8. First thoughts - you're taking Mind Over Body way too early, and Heightened Senses way too late. Your attacks look about right, though. For myself, I skipped Hasten (lack of an attack chain was an issue in the early levels, but later I have enough attacks that it's fairly fluid) and the Fighting pool - Darkest Night has served me a lot better than Tough/Weave ever did, and I pick up some nice bonuses from Gloom (plus using it to pull/kill runners. I'd use it more, but...*curses redraw*)

    For reference, here's my build. The Numina unique aside, it's fairly inexpensive (and the unique I bought with merits, not inf). End use is high pre-Quick Recovery (you're going to hate Mu), smooths out in the 20s, and Stamina comes along just as your extra toggles and attacks start draining the blue bar again.

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

    Click this DataLink to open the build!

    Level 50 Natural Brute
    Primary Power Set: War Mace
    Secondary Power Set: Willpower
    Power Pool: Leaping
    Power Pool: Fitness
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Pulverize -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Dmg/EndRdx(7), C'ngImp-Acc/Dmg/Rchg(15), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 1: High Pain Tolerance -- S'fstPrt-ResDam/Def+(A), Heal-I(5), Heal-I(11), Heal-I(15)
    Level 2: Jawbreaker -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(3), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(31), C'ngImp-Dmg/EndRdx/Rchg(40)
    Level 4: Fast Healing -- Numna-Heal(A), Numna-Regen/Rcvry+(17), Heal-I(25), Heal-I(31)
    Level 6: Combat Jumping -- Jump-I(A)
    Level 8: Clobber -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(9), C'ngImp-Dmg/Rchg(9), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(25)
    Level 10: Indomitable Will -- Ksmt-ToHit+(A), DefBuff-I(42)
    Level 12: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(13), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx(42), AdjTgt-ToHit/EndRdx/Rchg(46)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Rise to the Challenge -- Heal-I(A), Heal-I(17), Heal-I(40)
    Level 18: Whirling Mace -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(19), M'Strk-Dmg/Rchg(19), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(37), M'Strk-Dmg/EndRdx/Rchg(37)
    Level 20: Quick Recovery -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
    Level 22: Mind Over Body -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(23), TtmC'tng-EndRdx/Rchg(23), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(43), TtmC'tng-EndRdx(43)
    Level 24: Hurdle -- Jump-I(A)
    Level 26: Shatter -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(36), M'Strk-Acc/Dmg/EndRdx(36)
    Level 28: Heightened Senses -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(29), RedFtn-Def/EndRdx/Rchg(40), RedFtn-Def(45), RedFtn-EndRdx(46)
    Level 30: Health -- Heal-I(A), Heal-I(45)
    Level 32: Crowd Control -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Dmg/Rchg(33), M'Strk-Acc/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(34), M'Strk-Dmg/EndRdx/Rchg(34)
    Level 35: Stamina -- EndMod-I(A), EndMod-I(45), EndMod-I(48)
    Level 38: Strength of Will -- ResDam-I(A), ResDam-I(39), ResDam-I(39)
    Level 41: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(43), Dev'n-Dmg/EndRdx(46), Dev'n-Dmg/Rchg(50), Entrpc-Acc/Dmg(50), Entrpc-Dmg/EndRdx/Rchg(50)
    Level 44: Darkest Night -- DampS-ToHitDeb(A), DampS-ToHitDeb/EndRdx(48), DampS-ToHitDeb/Rchg/EndRdx(48)
    Level 47: Resurgence -- RechRdx-I(A)
    Level 49: Taunt -- Zinger-Dam%(A)
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Fury
    ------------
    Set Bonus Totals:
    • 9% DamageBuff(Smashing)
    • 9% DamageBuff(Lethal)
    • 9% DamageBuff(Fire)
    • 9% DamageBuff(Cold)
    • 9% DamageBuff(Energy)
    • 9% DamageBuff(Negative)
    • 9% DamageBuff(Toxic)
    • 9% DamageBuff(Psionic)
    • 7.06% Defense(Smashing)
    • 7.06% Defense(Lethal)
    • 5.81% Defense(Fire)
    • 5.81% Defense(Cold)
    • 4.25% Defense(Energy)
    • 4.25% Defense(Negative)
    • 3% Defense(Psionic)
    • 11.1% Defense(Melee)
    • 5.5% Defense(Ranged)
    • 8.62% Defense(AoE)
    • 1.8% Max End
    • 30% Enhancement(Accuracy)
    • 25% Enhancement(RechargeTime)
    • 106.8 HP (7.13%) HitPoints
    • MezResist(Held) 2.75%
    • MezResist(Immobilize) 8.8%
    • MezResist(Sleep) 7.15%
    • MezResist(Stun) 7.15%
    • 34% (2.13 HP/sec) Regeneration
    • 4.1% Resistance(Fire)
    • 4.1% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 7.5% Resistance(Psionic)
  9. Quote:
    Originally Posted by JamesTheShadow View Post
    Since we're talking about WM/Stone is Whirling Mace worth it for a walking rock or is it a waste of Power ? While i like the looks of it (still low level atm) i don't know yet how efficient it is.. Thx
    I find Whirling an End-saver on my WM/WP - it's great for taking that last little sliver off multiple opponents at once. The stun sometimes comes in handy too (mostly for detoggling, more than anything).
  10. Personally I'd take Hover over Air Sup - Grav/ packs decent attacks early, and Grav/ doesn't have any reason to close into melee range (well, your build might in the 40s, since you're going ././Earth). Hover over Air Sup. also frees up a couple of enhancement slots. Hover also gives you more flexibility with Wormhole placement.

    The Immob in Crushing Field isn't really needed - 28 second duration/8 second recharge unenhanced.

    I'm partial to slotting End Mod in Accelerate Metabolism (Rech first, of course) - you could probably shift the DefDebuff from Rad Infection there, for example, to overall better effect.

    I'm a big fan of Range mods in Wormhole - it makes a great power even better.

    Singy is just fine with 1 Acc.
  11. No Lingering Radiation? You'll miss it on all those end-of-TF AVs.
  12. Quote:
    Originally Posted by Local_Man View Post
    Ill/Sonic can provide a Resistance debuff, but no Defense debuff or Recharge.
    Actually /Sonic provides two stacking Resistance debuffs (for a whopping -45% Res) and a pretty decent Def/To-Hit debuff (both -25% unenhanced); granted, it gets the Def/TH debuff (Liquefy) a lot later than /Rad, and it's a clicky with a fairly long cooldown, but it does get it. And Sonic Repulsion goes very nicely with Phantasm.
  13. Quote:
    Originally Posted by bigmike2716 View Post
    it seems your correct according to mids, which is a bummer because that has a long recharge, I was hoping for the short recharge immobolize to do so like the other sets.
    I find the lack of anti-kb on Grav's immobilizes one of the set's strong points, myself. If you really need something anti-kbed, throw a hold on it (ST or AoE). If you want to set up containment on a spawn flopping on an Ice Slick (and keep them from moving off it when they can move), throw Crushing Field.
  14. [ QUOTE ]
    Why would they replace conserve power?

    [/ QUOTE ]

    Because Scrappers get Conserve Power as an APP choice, unlike Brutes or Stalkers, and it would be absurd to have it available twice?
  15. Another vote for Grav/Rad (and another on a similar theme, although I went with a pulsar rather than a quasar). My Grav/Rad was my first 50, and still gets a fair bit of play - she's a blast to solo, and always in demand for teams.
  16. Yes, a huge number of people are in AP (or Cap redside) spamming broadcast looking for [this week's AE exploit] runs. This is a good thing - the average IQ in every other zone in the game has gone up three standard deviations, my tells are mercifully free of 'r u kin?' and 'fil plz', and I haven't gotten a blind invite to a PL team in forever.
  17. [ QUOTE ]
    Does it *have* to be a Vanguard warhead container?

    [/ QUOTE ]

    The internal logic works better if it is (see below for the whys of it). But not pissing off the player > subtle internal story hint.

    [ QUOTE ]
    OK, so we're framing Malta for the attack on the Nemesis base ... but why are we attacking Nemesis in the first place?

    [/ QUOTE ]

    This is Longbow Black Ops. It's what we do. Didn't you get the memo?

    [ QUOTE ]
    The Infiltrator project is Crey's, so what does Nemesis have to do with it in the first place? That part either needs to be scrapped or explained better.

    [/ QUOTE ]

    Well, Nemesis has nothing to do with it at all, actually, Nemesis is a big honking MacGuffin. The internal story logic (is supposed to go) something like this:

    Orange finds out Malta may be siphoning tech goodies from Vanguard.

    Longbow being Longbow, rather than doing the intelligent thing, picking up the phone, calling the nearest DPO and saying 'Hey, somebody in your outfit is supplying your latest tech to Malta' they decide to run their own investigation. The only thing better than sending in teams of goons with miniguns and flamethrowers to put down a bank robbery is rubbing Vanguard's collective face in the dirt. And if they can nail some Malta in the process? Score!

    Simple, direct investigations being entirely out of the question, Orange comes up with a Cunning Plan (and this is where the player comes in):

    - 'creatively borrow' some Vanguard psi warheads. Meticulously file off all serial numbers and evidence of manufacture.
    - using a convenient tool (ie. you), infiltrate a Nemesis base and blow it up with said psi warheads. (In the background, drop a hint or two pointing in the direction of the Malta base where your informant has said the files on the Vanguard theft operation are held).
    - when the Nemesis retaliate, send in your disposable tool (that's you again) to collect the files, leaving Malta and Nemesis to kill each other while you decide on the most embarassing way to spring your new information on Vanguard. If things work out *really* well, the Malta mole will catch a stray toxic gas round in the fighting.
    - ??
    - profit!

    The antepenultimate step, of course, is where things go haywire for Orange's Simple And Concise Plan - discovering a nasty Crey project in the works wasn't on the agenda, and needs dealing with ASAP.

    And if Orange's little plan to use concealed identities and hero puppets to set Nemesis and Malta at each other's throats doesn't seem that different from Crey's scheme to memory download, clone, and replace heroes to infiltrate various supergroups? Then you've hit another reason for the arc's title.
  18. Thanks for the feedback! Obviously I'm sorry you didn't enjoy it more, but that's life in the big city. I'll definitely be doing some mechanical reworking, and taking another pass at some of the text - it's tricky trying to work with implication.

    [ QUOTE ]
    I accept it, and Orange is glad that I’m cooperative. Well, what if I didn’t accept? What would she do? Toss a hissy fit? Sulk away?

    [/ QUOTE ]

    Something unnatural involving Creeper vines and a speed-grown pumpkin. Further details would be NSFW.

    [ QUOTE ]
    I find Enigmatic Device 1. It’s a defendable object.

    [/ QUOTE ]

    It is (was. In testing it seemed that tweaking placements had finally gotten them to spawn reasonably, but apparently not, for which I apologize) a defendable object mostly for MA-mechanical reasons - the Vanguard warhead container object isn't available as a collection, only a defendable. So story logic will have to bow to mechanics here to avoid tedium, and I'll try to find a reasonable replacement object that's collectable.

    [ QUOTE ]
    Mission #2 now.

    [/ QUOTE ]

    Have you played Indigo's arc? I ask because the people who tested this before it was published all picked up the 'friends' reference in the intro to mission 2 and worked out that mission 1 had been a setup, framing Malta for the attack on the Nemesis base.

    Either way, I'll have another look at the intro text, see if I can't make this clearer, especially for people who aren't familiar with Indigo's arc.

    [ QUOTE ]
    Orange says that Nemesis left devices that could be sourced back to them. But the clue from Mission #1 says that all traces of its origin and manufacture had been erased completely. Those don’t jibe with each other.

    [/ QUOTE ]

    Actually that was deliberate (although I obviously didn't make it clear enough the devices were supposed to be of Malta origin). If you're a paranoid loon, and somebody blows up one of your Secret Research Bases with a totally untraceable high-tech doodad, your first assumption is probably 'Malta', they being the specialists in totally untraceable high-tech black ops.

    [ QUOTE ]
    Also, judging from the red text, it’s going to be a timed mission. Oh joy. Yep, I have an hour to do this.

    [/ QUOTE ]

    The timer on this one is deliberately long, and mostly an aesthetic thing to give it a sense of urgency (plus I always find it somewhat absurd in canon missions when the contact says 'Hurry, time is of the essence! There's no time to waste!' and I can park the mission on the back burner for three weeks).

    [ QUOTE ]
    She’s more concerned about the plant.

    [/ QUOTE ]

    Like most of Longbow's black ops people, Orange doesn't so much have 'issues' as 'a lifetime subscription'.

    [ QUOTE ]
    I have problems with the map. While I get the reason why the architect chose that map – it’s burning, and fire is dangerous to plants, which is your informant – it’s a map with magical symbols and platforms all over the place.

    [/ QUOTE ]

    Well, thus the bit in the intro popup about the wreckage and blood spatters on the walls. My hope was people would read that and go 'Ah-ha, okay, that's a blood spatter, not a mystic sigil poorly copied out of a paperback grimoire by a Hellion'. If we ever get an office map that's on fire but doesn't have mystic symbols scrawled on it, I'll be changing this in a hot second, of course.

    [ QUOTE ]
    Why can’t I just go to one of the Longbow or Freedom Corps lab instead? Wouldn’t that be, like, a lot easier?

    [/ QUOTE ]

    Because, as the intro text says, there's a risk the decryption operation could be traced back to source? As it in fact is, triggering a battle in the computer centre.

    Why Council? Frankly because I couldn't find another map that fit the parameters I wanted as well as that one. Unfortunately it just screams 'Council map' the second you walk in, making it awkward to use another group (ideally it should be a Nemesis facility, story-wise). I may just grit my teeth, change the enemy group, and try to pass it off as a former Council base now under new management, though.

    [ QUOTE ]
    I am to see a computer specialist named “The Doctor.”

    [/ QUOTE ]

    Again, I have to ask if you've played the arc where she's introduced (30-35 range). This is the devil of trying to play with canon characters, I guess - not everybody will be familiar with them, so you have to balance bludgeoning people with information they already have or leaving them in the dark as to what's going on.

    [ QUOTE ]
    Considering the title of this arc is “MirrorsrorriM, I’m guessing this Project: Xi guy is probably a clone of me or something like that. But what if I had been playing a female toon?

    [/ QUOTE ]

    This would be why you face three EBs, one huge, one male, one female; one ranged zappy type, one melee scranky type, one controllery type. This is also why they all have full-face masks. (Strictly they might also be clones of friends/SGmates/etc.) Also see the dialogue when you blow up the central computer in the last mission and the text in the souvenir.

    And the final map, is, again, down to mechanical issues. When I first started working on this it used the Crey Hero lab map, but that one's gone to the Great Cartography Center In The Sky, requiring some rejigging. The hospital seemed a reasonable replacement, in story terms.

    Anyway, thanks again for the feedback - it's been very helpful, and I'll be making some changes based on it, both mechanical and trying to nudge the 'cryptic/blatant' 'inference/explanation' sliders to the right a bit.
  19. I'll add my own to the queue - MirrorsirroM, 251306 (description in .sig). It's 41+, heroic. May contain Malta, nuts, Elite Bosses, lactose, Nemesis, wheat flour, or MacGuffins.
  20. DM/WP is out there. It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until it's arrested everything in sight.

    It's a really, really strong combo (personally I skipped Dark Consumption and picked up Stamina late in the build, because DC needs more slot investment to be really worthwhile. Also skipped Confront, took everything else in the primary/secondary). And it's strong out of the box - it doesn't need heavy investment in IOs to get powerful.
  21. [ QUOTE ]
    Regarding "super powered journalists", the intent is that the "Flash" and "Blind" powers should simulate camera photography.

    [/ QUOTE ]

    When I played the arc last night that was exactly the impression I was left with - I thought it was cute, effective, and funny; then again, as I said in my comment, I found the PL joke a bit much. Going to show you can't please everybody with every bit, I s'pose.

    Plus the paparazzi ambushes set up the guest appearance by Lois Watson - what was the emote you used with her for the signal watch?
  22. [ QUOTE ]
    Is Touch of Fear worth taking?

    [/ QUOTE ]

    On a WP, absolutely - it's triple mitigation. Not only is your target sucking up an 11% To-Hit debuff, and not only are they not hitting you unless you hit them first, but they're still buffing your regen from RttC. Later, when you have slots and IOs to spare, you can pick up some nice set bonuses there cheap from Glimpse of the Abyss.

    [ QUOTE ]
    Also, I plan on using just SO's until I hit the early 40's or so, is it better to slot for defense or resists in my defense set?

    [/ QUOTE ]

    3 resist in Mind Over Body and Strength of Will, 3 defense in Heightened Senses, one resist in HPT (after you have your 3 Heals in there, they take priority) as a place-holder for a Steadfast Protection unique. I don't find the Def in Indomitable Will worth slotting heavily for, YMMV (early on, one end redux, then later it gets replaced with a LotG recharge or a Kismet unique).

    [ QUOTE ]
    How should I slot RttC?

    [/ QUOTE ]

    3 Heals ASAP. Later, add end-redux and tohit debuff to taste (I run 3 Heal, Dampened Spirits To-Hit Debuff, TH Debuff/End, TH Debuff/End/Rech, personally).
  23. Throwing my arc into the ring for a quick review:

    Arc ID: 251306
    Arc Title: MirrorsrorriM
    Author: @Dot Communist
    Morality: Heroic
    Number of Missions: 5
    Description: A simple job for an associate of Agent Indigo's leads to the uncovering of a plot, the return of an old threat with a new face, and the discovery that sometimes when you gaze into the mirror, the abyss gazes back into you.
  24. One vote for Dark Melee/Willpower - it's a total machine solo. Debuffs, control, damage, heals, resist, defense, all in your primary/secondary.
  25. [ QUOTE ]
    I'll concede there's a lot a talented grav controller with an understanding team can do in particular circumstances, especially in theory.

    [/ QUOTE ]

    If by 'understanding' team you mean 'not utterly clueless and willing to listen/work together', agreed.

    [ QUOTE ]
    Wormhole doesn't in my experience place spawns right where you want them safely.

    [/ QUOTE ]

    It does in mine. All it takes is a little experience with the power - pick your target, duck out of LoS around a corner or two, fire the spawn into a nice clump directly into the corner. The only times it's ever failed me have been when running flashbacks with the 'no enhancers' challenge setting so I've missed quite a few mobs, but that's an extreme case.

    [ QUOTE ]
    Tanking psi AV's - ya, that I'll believe after I see it, and I'll believe it's not a fluke after seeing it a lot.

    [/ QUOTE ]

    Malaise and Mother Mayhem, several times each. Being a /Rad and specced into the Psi epic helps, of course.