GEman

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  1. Short circuit and power sink are no longer as effective as they used to be. I have sent numerous petitions, conversed with several GMs as well as contacted support by telephone but unfortunatly these issues remain unsolved. There was even a GM assigned to me about this topic, GMLloyd. Every attempt to find out what happened ended in failure. The games representatives all said; They would need to bump it up to a senior tech.

    The major issue that I am experiencing is this. short circuit no longer gives me back any endurance from foes. This power has been draining foes of their end and returning it back to my toon for 6.5 years. However, since May it no longer returns end to my toon.

    The other issue that I am experiencing is that Power Sink is no longer nearly as effective as it once was. It is fine versus some level 50 toons but the higher the foe whether by level and/or class boss, elite boss and/or AVs the weaker it gets. Now what is confussing to me is this. My toon has all tier four alpha and incarnate powers. He has some of the best enhancements and set bonuses available allowing for enhancement diversifacation. His health is maxed out for a blaster. Howerver, I noticed that as he advanced through the incarnate system he became weaker overall not more powerful.

    He used to be able to run through the second mish of the Imperius Task Force/Trial by himself ahead of the group and kill all the crystals without dying except for that one small to medium sized room that had two crystals and a very large number of baddies that seemed to be packed in there like sardines. Now he struggles and dies a lot in that mission even when he stays with the team. This is how I figured out something is wrong. Now having very good enhancements and all tier four incarnates theoretically should have balanced everything like it was before the incartnate system was released. It did not.

    Therefore, I was wondering if any other players that had short circuit and/or power sink prior to the release of the alpha and incarnate systems are experiencing the same issues.

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    Added: I see from posts that most feel that short circuit never returned end back to their toons. I can't explain what happened over the past 6.5 years. I do know is this. I always 6 slot short circuit and power sink with either efficacy addaptors or performace shifters and not only did both powers drain end but also until recently they both returned end back to all of my toons. This change took place around this past May. I see at least one player mentioned that he recalled power sink draining and returning end and that short circuit drainded end and had a chance of returning some end back to the player. I think thats the way I recall it being written in the past. (Currently the chance of short circuit 's returning end back to the toon is deleted.) Six slotting both with efficacy adaptors or performance shifters must have made a big difference in short circuit's ability to return end back to my toons. However, at present no end is being returned to any of my toons that have short circuit 6 slotted with either performance shifters or efficacy adaptors.

    This is a concern to me because electric builds and especially electric/electric builds ability to drain end and then have it returned to them is one of their most powerful powers. It would be similar to balancing master minds so that half of their pets no long delt damage.
  2. I have been asked by a few friends to put something on the boards about an electric/electric blaster build. I have been running an electric/electric blaster for over 6.5 years. His name is GE MAN and he is on Triumph. I won't go into specifcs because each player will want to add their own personal touch to this build if they decide to try it. However, it is a build one should consider if they like to cause headaches to pvp toons, run side by side with tankers and scrappers as well as tank on farms with a modest sized team. Large teams require an actual melee toon capable of holding aggro. This build also carries the signature ranged attacks to keep baddies at bay from a distance.

    The electric/electric build is basically a sappers build. This build's power/strength comes from its ability to drain a single enemy or an entire group of all of their end. The idea here is simply if they have no end then they can't attack you. Thus your two most important powers are short circuit and power sink. With this in mind the all electric build's powers should be chosen to support both power sink and short circuit.

    When a pvp toon is spotted and I am in the mood for a good fight, I use the following starategy. I begin with my ranged attacks: aim, build up, snipe and any ranged attacks with holds or a chance to hold. Here I use super speed (ss) and fly to play keep away from a pvp adversary. Once he is held I use (ss) to get up close and personal. I spam all of the following: short circuit, power sink, disorient, and the two holds I have. After my opponent is drained of his end and locked down by my two holds, I add my damage powers into the rotation to dispatch him. This is very effective.

    It may take up to ten minutes to kill an experienced pvp toon that is well decked out but eventually he will usually die. You must be patient with this build it is not a heavy hitting build. It wears opponents down to a point where they can be killed.

    If I am attacked by a pvp toon and it is usually without warning and usually from behind it's not a big deal. You must react quickly. This is the key. Pop a few large break frees and large blues and large greens to get your strength up and gain control of your toon. Then pop short circuit and power sink followed by disorient and any holds you have. Keep spamming those until your adversary is drained of his end and finally hoplessly held. Then add heavy damage attacks to the power rotation and the opponent swill usually die. I am not recommending the electric/electric blaster as a pvp build just explaining how effective it can be if confronted by pvp opponents.

    Prior to pvp enhancements when I was gang banged by pvp toons I could usually take two or three of them out before they got my blaster. I hardly ever pvp so I don't have a lot of recent experience to pass along regarding fighting pvp players who are loaded with pvp enhancement sets.

    I did try some new powers on a second build. The bubble set's personal force field was interesting. A pvp toon challanged me in Recluse Victory and could not make any initial contact at all with my blaster when my blaster's personal force field up. I had fun running and walking past him without being scratched. After a few minutes I felt it was safe to get in his face and duke it out with him. I stood toe to toe with him and again was not even scratched. Then I unloaded everything I had. But I was not familiar with that new bubble set that I was trying out. I couldn't fire a single shot. He pressed his attack as I tried hoplessly to get off a shot. Finally, he broke through my defense and I was face planted. I mistakenly attributed the victory to him. Later I found out that using the personal force field prevented me from attacking him. Yes I shot myself in the foot. I mention this to suggest using that power (personal force field) in your build. Apparantly, pvp toons have a difficult time breaking through that personal force field. Remember to drop your force field prior to attacking. By the way the personal force field is like phase shift but significantly better. It not only makes you extremely hard to be hit but also has a very fast recharge. Just for the record I still use charged armor and that sets hold power rather then the bubble set for my main build.

    When I am farming solo or tanking (for a modest sized group) in missions w/o an AV, I use the same plan of attack. I always target the purple bosses first. I put them on follow and use ss to get up close and personal. Then I use the same power rotation as previously mentioned. If the group is large then after I pop one end drain on a toon I target another toon farther away in the group and pop the other end drain to get them all.

    There is no way I can tank an AV.

    Note: If there are two large groups very close together, I pull one group away from the other by using aim and snipe. This takes a little longer but the survival rate of team mates is a lot greater.

    Fianally, the electric/electric build is a sapper build. Your main attacks are end drains, power sink and short circuit. Select powers that support the end drain powers especially holds and something like a group disorient is also suggested. A single target disorient is equal to a team wipe out. You want an aoe disorient. The holds are single targets that are used on bosses. You also need to consider the slotting of powers and the types of enhancements you elect to take. Those considerations are very important as well. I run with the best. I fight with a lot of purple sets, large inspirations, temporary buffs and usually pack backup radio and shives among other things.

    Well that is the basic strategy of an electric/electric blaster. Its an interesting build and I am sure you'll like it if you try it.

    Happy Hunting,

    GE MAN (Triumph)
  3. matt ol' buddy there you go again... you've made coh a rich mans game. anyone with a lot of money can now buy their way to invincibility by purchasing credits for on line store and using them for super enhancements, enhancement buffs, etc...

    some players dont have a thousand dollars or more to spend on credits. we actually play the game and earn our rewards,powers, etc...

    you nerf builds and come out with other builds more powerful than the ones that were nerfed. ie: fire tanks/invulnerable tanks = nerfed and Stone Tanks were the new ones that were more powerful than the tanks being nerfed.

    you nerfed ice trollers from 5 hack frosts dwn to one with absolutle no control capabilities and come out with masterminds with about 8 pets that can be controlled.


    you nerf farms. why? almost everything we do in the game can be considered a farm. oh you dont want the game to be compromised? well then why do you allow us to buy exp boosters that last one hour?

    rnjoy the extra money yu make from the one's who can afford the moneu to buff up all their lvl 50s, lol.
  4. I dont understand why certain types of tanks are so much better then other tanks. Why are stone tanks so much better to have in state tf then other tanks. Before fire tanks and invulnerable tanks were nerferd they ruled the house. Then coh came out with a new tank the stone tanks and nerfed the fire and invulnerable tanks. What is the point in having different types of tanks if only stone tanks are wanted on teams?