Gilia

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  1. Quote:
    Originally Posted by Nivek55555 View Post
    So here is my problem... I just can not decided between MA or DM for my Primary and SR or Regen for my Secondary. Combining those I would most likely go with DM/SR for the -hit/def combo and MA/Regen but I'm not really too sure. At first I wanted to go MA and from what I heard and looking at the builder it seems they improved it. Then I was thinking you don't get much of a secondary benefit and have the most resisted damage type can suck.
    DM 100%. It's 110% if you're going with a defense based secondary.

    Quote:
    Originally Posted by Nivek55555 View Post
    As for the Secondary choices I have never really gone the DEF route. I have +resist and Regen/WP scrappers and brutes so I feel familiar with that play style, but I have no clue really how well +DEF works. As you are leveling and don't have everything maxed out, how much does it really feel like it helps? With not having a heal, do you have a lot of down time? Or by being a stalker and taking out the tough enemies from stealth, is it not really much of an issue?
    Split the difference and take Ninjitsu. It's got Defense and a self heal!

    I'm a big fan of Energy Aura, which is typed defense instead of positional. The "self heal" in that set is based on how many enemies you hit, and enhanced it's only like 5% of your life / enemy. So if that's a concern, I would default back to Ninjitsu.

    Quote:
    Originally Posted by Nivek55555 View Post
    The question that I am looking for help on is what powers can you skip entirely or at least put way off? It seems from quickly messing with the builder that what ever way I go seems extremely difficult to even fit a travel power in before 30. I do have Ninja Run so if I had to I could try to get by with that.
    If you skip anything in SR, it quickly becomes that you should have just gone with Ninjitsu. Skipping the autos, for example, and you'll only have an edge over Ninjitsu in AoE defense. And that fact will require a third defense toggle well down the road before it's realized.

    Energy Aura will net you more defense than Ninjitsu, by a small margin. But there's no Psi defense, and if you're going to IO up down the road, typed defense can be more of a pain. (Though getting soft capped S/L would be relatively easy with energy aura).
    The nice thing about Energy Aura is there are a few powers you can delay or skip altogether. Energy Protection & Repulse are skippable. Energy Drain and Conserve Power could be taken instead of the Fitness pool (plenty of Endurance management).

    With I18 they added another 50% run speed boost on Sprint (that's not enhanceable) so Sprint + Ninja run is as viable as ever.

    So I would say do DM/Ninjitsu probably, but DM/Energy Aura if you want something a little different.

    If you're dead set on your original two options, DM/SR.
  2. Quote:
    Originally Posted by Gabrysia View Post
    Just curious which of the Kheldians seem to be most or least popular or if they are balanced for the most part. I'm looking to take one on as my main and would prefer to play the one that is less common. I enjoy both of them so there is no real preference as they both have their perks. Thanks.
    I would say both! Talk about a cop out!

    Seriously though, it seems more PBs have been made and played to 50, but I see A LOT more level 50 WS being played.

    Among reasons already suggested, I find WS is more IO friendly. I still prefer my PB to my WS though!
  3. Gilia

    So... Stalkers.

    I don't believe the numbers in that table are quite right. If they are, Mid's and the Wiki are wrong. Stalker's melee modifier is 1, and the ratio on those Hitpts modifiers puts stalkers with 76% the HP of a Scrapper, but these other sources put it at 89%. Those are just two I noticed glancing at it, and I'm not sure if there's more.

    Perhaps this table predates Stalkers being reworked?

    Also, even with those numbers the self heal on a Stalker should be lower that even a defense set with a self heal "falls behind."

    I agree with your conclusion never the less, that something like increased criticals would be appropriate. I'm not opposed to more of a discrepancy though, like take their HPs back down but put the damage modifier up. These discussions are so flooded with opinions and differing numbers that I'd really just like to see some hard data mining -- like the ratio of real world damage scrappers:stalkers on the live servers -- to tell us if one AT needs "correcting."
  4. The same global recharge and power picks, but with much better defenses? Do it! I would take softcapped S/L with 40% melee over softcapped melee and 35% s/l any day.

    I think you're right that a TON of defense debuff is associated with lethal (swords and bullets in particular). The only really bad defense debuff I know offhand that isn't is the radiation - typed attacks, like what Shivans use.

    I believe Sonic and "Energy Blast" both tend to have smashing type in there too, so you're covering huge ground with S/L.

    The only thing, which I'm sure you noticed, is your Psi hole is really showing. There's some content that would be made much more difficult because of that. But, otoh with this build I'm guessing you find yourself with extra greens and purples a lot anyway.

    It looks awesome.

    Oh, and you probably will make up the 5% for melee defense in a lot of cases between the -tohit on your primary's attacks.
  5. Quote:
    Originally Posted by Miladys_Knight View Post
    That's not always the case as Seeds of Confusion does cause aggro. If you are too close to them when you cast it you'll still eat the alpha.
    That is *exactly* what I meant when I said confuse doesn't "normally" aggro. I meant normal as in most cases. I don't really know what else normal could have meant, but thanks for the clarification anyhow.

    Quote:
    Originally Posted by Max_zero View Post
    Na, that would be Seeds of Confusion. Comes in at lvl 8 instead of 32 and a 60 sec CD instead of 240, but can do everything Mass Confuse can do.
    Here's where I would echo Miladys_Knight's comment.
  6. Quote:
    Originally Posted by Seraphael View Post
    In practicality knocback does most certainly scatter. You seem to be under the illusion that you can actually control random knockbacks. Explosive Blast and Energy Torrent have both around a 50% KB rate. Explosive Blast tends to toss the mobs backwards from your position, while I believe Energy Torrent will scatter them to the sides as well. Even if you, by a miracle, never caused scatter, you'd still knock mobs out of debuff areas. You'd still knock mobs away from meleers, you'd still knock mobs outside AoEs of others. Having to constantly repositioning yourself to limit scatter will significantly detract a Energy Blasters personal damage output as well.
    Actually EB and ET, as with all powers, knock linearly away from the caster.
    Like I said before, the illusion that they are different comes from placing. If you Boost Range and EB or ET from as far away as you can, you will see the same exactly trajectory with both. If you stand in melee range and EB, you might send someone standing behind you to fly further behind you. ET has a reduced chance of sending mobs behind you or to your sides because it's a cone, and that's just the nature of cones (not hitting anything behind you no matter how close you get, and hitting fewer nearby mobs that are to your sides).

    Since your post implies you've actually seen the OPPOSITE of what is "normal" (that ET pushes to the sides more readily than EB) then my guess is you're used to playing as/seeing someone who regularly knocks back into walls. ET's magnitude is something like 75% higher, so if they hit a wall, they are more likely to skim it and shift off to the side.

    It's more noticeable on outdoor missions where the faux war wall will catch some of them, but let others skim their whole KB distance than it is on say caves where an uneven surface seems to snag them as they rag doll.

    As brophog pointed out though, KB can be used to bring mobs closer together. Even with random KB and differing magnitudes, in door missions can have very nicely placed corners. Standing in between the two walls, opposite the corner, you can keep whole mobs bunched into a corner.

    This all just depends. It depends on the terrain, the type of mob, the recharge on the Blaster's AOEs, and most importantly the skill/awareness of the Blaster. I have gotten many complements on my use of KB, but I personally have also been tempted to kick others for their KB. I've never done it. I doubt I ever will, because I agree with the sentiment that it's just as much the team's fault for not adjusting. ...I did have one Energy blaster leave because I asked him to come down to the ground. He was hovering above mobs and using EB and ET, LITERALLY scattering them in all directions repeatedly. Why would you want to reinforce a stereotype that's usually not true? For shame.
  7. Quote:
    Originally Posted by Diesirae_NA View Post
    I was thinking on a theme for it, but i wanted to make sure it was a playable. lol
    Originally i tried dp/storm (thematics in mind) and realized omg this is made of un-fun
    I have a level 43 DP/Sonic

    I have only seen one other on Virtue.

    It's very playable. I suggest keeping a teammate who's in melee at all times, for Disruption Field, and because Hail of Bullets can really catch the baddies' attention if you use cold or chemical rounds (because of the debuff, I suppose).

    You've got built in Mez protection with Sonic Dispersion, which will stack nicely if you take a rez shield from the epic power pools.

    The "buff bot" effect, where you're constantly buffing with some sets, isn't so bad with /Sonic, because only two shields will go on everyone and they last 5 minutes. Clarify is a nice mez protection buff with +perception.


    My only serious complaint is Liquefy's recharge is far too high to take it seriously.

    I chose to emphasize ST damage with my attacks, to play well with Sonic Siphon and help me level early on. You could swing for AoE, too, but I would consider respecing into that after you get Dispersion and some other defensive measures.
  8. Quote:
    Originally Posted by Live_Wyre View Post
    In the confuse it's not so bad. If it hits, they aere still confused so they attack each other. But yes, they do cause aggro.
    If it misses, they attack you though.

    The only procs that won't cause aggro I think are the Contagious Confusion and Mass Hypnosis one, because Confuse and Placate are effects that don't "normally" aggro.
  9. Quote:
    Originally Posted by Severe View Post
    not quite ...see the best farming tank was and is a fire/fire. ill give you the fact that back then invul was better in taking damage

    but does that make it a better farming tank?...um..no!

    so although its was nice to mention. your post is off topic

    invul /anything vs a fire/fire/prye tank cant outdamage crap and if you think it can...prove it to me now or move on.
    Actually, Deuce_Spade was right on the money. Your counter point is devoid of any truth or valid argument.

    When this game came out, and for the first few years, Fire/ Tankers were laughable. As were Ice/ Tankers, but that's a whole 'nother can of worms. Fire/Devices blasters and Spines/Regen scrappers were EVERYWHERE before ED and getting their sets toned down.

    For those of us that can remember that far back, the discussions now seem... oaky.

    For most mobs, I would still take an Invul tanker over a Fire. Then and now, the damage Fire/ adds is not worth the loss in survivability. Why's that you say? Invincibility is one of the best at packing in groups with Invincibility. Fire/ is the worst. If there's ANYONE else involved, they will make up the damage just by having their mobs so nicely packed.

    If you follow your line of thinking, you should find yourself using a well IO'd Scrapper or Brute, who will survive about as well as the Fire/ AND do more damage.
  10. Unless you have big plans for IO sets, you could just get a few sets that add to recovery. Lots of sets do with only 2 pieces of the set, so if you're trying to dodge Stamina you can do it pretty cheap without sacrificing anything (other than other sets you may have wanted). MM need so little help with endurance usually that it works well for them, too.
  11. Quote:
    Originally Posted by Dispari View Post
    My incredibly flawed argument is that people who are playing this game for the first time are forced to run through the hardest content? And that's their first experience with the game. If the first time you play a game you lose repeatedly tons of times, and are forced to overcome the really difficult stuff before you're allowed to play the regular stuff, that's not very fun. And as a brand new player you may not even know that there are easier options out there. Maybe you just think it gets harder from that point on.

    But I'm not too heartbroken since you seem to be handing out tickets of no-reputation left and right anyway.
    I have to agree with this 110%. Not that it's flawed, but that the game's too hard for new players.

    My wife, who's been playing for a few years, but only without me or a friend once in a great while, was forced to solo single player 2 EBs as a Blaster... at level 14. GR still has this "ATs start to matter" with DOs thing, so at level 12 Blasters and Controllers get a lot squishier it seems. She ended up having to fill up on purples, pull the first EB, kill him, leave, fill up on purples, come back, then get the second one.

    If I were a new player, I would have been incredibly frustrated. You can't ask for help. You can't drop it because it's the last mission of the arc. The only solution is to go level once or twice and come back. Let's face it, any game where "out level it then come back" is the answer is total cheese.
  12. Quote:
    Originally Posted by Krogoth View Post
    Where are you getting this information?

    Scrappers get +12.5% from the first target and 6.875% per target from AAO
    Tankers get +10% from the first target and 5.5% per target

    Scrappers deal 150 base damage in the smaller radius of shield charge and 106 in the larger at level 50
    Tankers deal 113 base damage in the smaller radius of shield charge and 80 in the larger at level 50

    Damage wise the tanker will not compete
    Oh bother (like Eeyore)
    On my notes I flipped those numbers for Scrappers and Tankers. That's the source of all my confusion. I got them from Mid's, I just copied them wrong.

    Thank you for the clarification.
  13. Quote:
    Originally Posted by brophog02 View Post
    The ST damage is absolutely average, and the only way you will reliably keep that Soldier on the floor is to add Power Push to your attack chain.
    Wroooong
    A mild amount of recharge and you can easily keep a ST on the floor. Done it plenty of times.

    Quote:
    Originally Posted by brophog02 View Post
    I didn't say percent chance determined the knock effect. They're two separate sentences because the are two separate statements.
    My mistake. I assumed because all your other paragraphs had consistent subjects that that one did as well. Especially since the antecedent of the second subject was clearly in the first sentence, I followed the rules of basic English formatting and assumed one statement followed from the other.

    Quote:
    Originally Posted by brophog02 View Post
    Nothing is in jest. Knockback is everywhere, and at varying degrees. You simply work around it. You position with your knockback. You time your AOEs to work around the rest of the AOEs on the team. You grab another AOE out of an APP. You switch to your secondary. You have a lot more tools, including your brain, that are available.
    Obviously I recognize that KB is elsewhere. The part of your statement that made no sense was you were actually criticizing that Energy/ is the whipping boy for KB discussions. It HAS to be, because it's the only set that's ALL KB. Your brain can be used in discussion as well. I assumed you were kidding because you actually implied that other sets, including Archery, were somehow at the same loss if you cut their KB that Energy/ would be.

    I'm not disagreeing that KB is useful and people should learn to use it rather than knock it (pun intended), but your random factoid statements that don't support that fact are counter productive.
  14. Gilia

    Purples and IOs

    Quick question I can't seem to find an answer to on the wiki or searching here --

    If you exemplar below 47, the set bonuses for Purples do not just automatically turn off. I get that.

    What if you exemplar 6 levels below the level at which you took that power? That is to say, if I put a purple into something I took at level 12, would I still have the set bonuses if I ex'd down to 1?

    I don't usually use these things and I'm trying to decide which power gets them :-p
  15. Quote:
    Originally Posted by brophog02 View Post
    Plus, as mentioned, the Apps now can make up a big difference in that regard. Blasters would happily take an every spawn AOE power as good as the Fireball in the Dominator Apps.
    It is pretty cool that the can Alpha with such a nice AoE, but the recharge on, say, Blaster's fireball is half the time. It really depends how you slice and compare the powers.

    So, the Dom DPS is still only like 75% the Blaster's. Really the Dom's Fireball is more something the Defender would go for if they wanted a damage boost.

    The DPE is pretty close though, since the Dom's is only 4 more EPA, but has to be fired half as many times.

    That puts the DPA much higher on the Dominator, but I don't want to live in an MMO world where we split the difference of 1s worth of activation. Even if we did, the Dominator's not going to get a full AoE chain like many blasters will, so the higher DPA of one power isn't going to help them keep pace.

    I agree with the previous sentiments that our movement to homogenize the ATs by increasing their damage is a terrible idea. I would love to see the Devs coming up with ways to make each AT fun and have a distinct, balanced, unique flavor. At this point though, when you can IO a Blaster to jack up his survivability without compromising any damage (say ranged defense, S/L defense), then what do we say of the Dominator? The Dominator who can max some defense, but wasn't getting hit in the first place because of their control set, that's the guy I mean. All the hours "wasted" building a toon who we know in our hearts is unbalanced and possibly unfair because they decided to fulfill the player bases' request and do some balancing. Neither would I want to live in an MMO world where time can be "wasted." If you had fun, it wasn't wasted, because that was the point. Now I'm ranting :-/

    Add to that, a well built and expensive Dom could layer Domination in Issue 17 and put lightyears between an expensive Dom and an SO Dom, I think the change helped bridge that gap. Perma Dom is still really useful, but it doesn't quite feel so make-or-break anymore.

    In conclusion, I really think the change was needed and prompted by the effect IOs are having on AT comparisons and relations. There's solutions to this, so ATs could be balanced and unique with or without sets... but if you flip back to the responses to enhancement diversification and PvP changes you'll see how the CoH crowd feels when the rubber hits the road. Balanced and diverse ATs, they all cry. But the minute that compromises any toon or build plan they have they throw a tantrum that rivals even the WoW-crowd whining.
  16. Quote:
    Originally Posted by brophog02 View Post
    People still think Energy Blast is a great ST set, when it is just plain average. Nothing special about the ST damage, but it has a long standing rep to the contrary, in large part because many think it has insufficient AOE............which is also average for a Blaster.
    The AoE is average, the ST has something special. A full ST attack chain will keep a boss floored easily. Most Blaster sets can't go toe to toe with a Chief Soldier on SOs. Energy/ can.

    Quote:
    Originally Posted by brophog02 View Post
    For much of its life, Power Bolt has insufficient magnitude to do knockback. At best, it is only a 20% chance. Power Blast only has a 30% chance.
    Magnitude determines if they stay still, are knocked down, or knocked back, and how far. It's not the percentile chance that KB will happen.

    Quote:
    Originally Posted by brophog02 View Post
    In Blaster primaries alone, 7 of them have at least one knockback power, or the capability to do knockback. Even the most recent powersets in the game have knockback. Energy Blast does not hold a patent on knockback effects, yet the vast majority of the discussion pertaining to knockback effects is centered on Energy.
    Is this in jest or something?
    FOUR of those 7 only have ONE power that does KB. Energy has EIGHT. It's the only set that has a chance to knockback on every single attack. DP and AR are the only other set that could KB more than once in a chain, and DP can turn it off.

    Of course it comes back to Energy. If I give up Explosive Arrow because the Tanker on my team is barely functional, at least I still have Fistful and Rain of Arrows. If I give up KB as Energy/, I'm not going to be attacking.
    See why the discussion is always centered on Energy?
  17. Hi everybody,
    I've been doing build ideas in Mids for my only Praetorian, a Sword/Shield Scrapper. I like that it's possible to softcap all the positions while having an extra AoE and damage bonus over *that other* positional defense set.

    Then I realized something. The damage bonus on Against All Odds is higher for Tankers, as is the damage on Shield Charge. The base values are enough that a comparably priced build could get the same soft capped defense, plus a good amount of recharge, regen, what have you.

    So my question is for those of you who understand the math and are good with damage modifiers. Is the difference in melee damage modifier for Scrappers and Tankers ENOUGH to justify doing this project as a Scrapper? Figure the build will be more expensive, have less recharge, and less hit points, but higher damage on all the powers in their respective attack sets. Again, the damage from the Shield set is higher for the Tanker, but the AAOs values mean less cause of the lower damage modifier... not sure how much less. Is it possible that AAO+more recharge would make the Tanker do close to (if not more) damage?

    If you're someone who is in a position to run this math easily (like you have spread sheets with attack chains and all that stuff), I guess I would say assume the Scrapper has 40% global recharge and the Tanker has 80%.

    A few notes, considerations I have already thought of, so they don't need to be pointed out. I just want to get to the heart of my above quesiton

    1: I realize I couldn't make a broad sword Tanker. It would probably be something "similiar" though, like War Mace or Battle Axe.

    2: I also realize Brutes could be brought into the equation. However, Brutes have the same defensive values in Shield as Scrappers, but even less damage from AAO and Shield Charge. With Fury, I'm sure it can be compensated for, but my current Primal Main is a Brute, so I'd like a mild change of pace... Plus the lack of recharge seems like it'd be more noticeable if I were chasing Fury.

    3: I'm assuming survivability with this scenario. I understand that if the RNG decided to hate me, the Tanker is more likely to survive... with higher resists from Tough or True Grit if they are taken and higher hit points. I'd like to pretend for damage comparisons that both will survive whatever they're up against.

    4: Leveling up, it would be much easier to soft cap as a Tanker. The Scrapper will realize this much later in his career.
  18. Quote:
    Originally Posted by Fiery-Enforcer View Post
    It's not quite enough recharge, you need 70% with 3 slotted Hasten. An easy, but expensive way to get early level Permadom is slotting purples and low level LotG 7.5's.
    Since this is a build for leveling up, purples won't work. You can't slot those before 50, though you're right about exemplaring.

    Is it really only 70%? For some reason I thought it was higher than that. Not much higher, so I'm not really shocked or anything.

    Diamant_Noir,
    How hard set are you on any of your power picks? I think a build might be possible, but maybe not with those power choices. Are there any you'd give up easily, or any that you HAVE to have? I'm assuming Dominate and Confuse since those are too cool for school.
  19. Quote:
    Originally Posted by Miladys_Knight View Post
    Telling the energy blaster not to use KBing AoEs deprives your team of that damage output and is totally ridiculous. Learning to melee near obstacles saves everyone time and headaches.
    QFT! YES! You don't even have to be that good either. Scrapper-lock! The idea that a melee toon is somehow losing out because they have to move closer to a wall is just silly.

    Quote:
    Originally Posted by Seraphael View Post
    This is at the core of the problem with Energy Blasters in my opinion, knockback generally is counter-productive to team efforts. I've played with numerous Energy Blasters where vastly superior AoEs are to a significant degree wasted due to Energy Torrent being a quick activating attack that tends to get a drop on the spawn and scatter it before other AoEs can connect. Even a well played Energy that manage KB (in my experience almost no one really does it consistently though), brings less to the team than most combos from most ATs.
    Not even close. KB is mitigation that works for almost all PvE in the game. It's very easy as Energy/ to get into place so the mob is between you and a wall, and then keep them against that wall. There's no scattering, and you do average blaster AoE damage WHILE mitigating for the whole team.

    My guess is you've never seen a well played Energy/

    Quote:
    Originally Posted by New Dawn View Post
    What used to annoy me is when some energy blaster would KB mobs, spreading them from being collected within other peoples cones all for a pitiful bit of damage. If your gonna kb aoe then atleast make sure it is going to finish off rather than take a smidgeon. Cones are different, they can go to walls, corners, used to help bunch what have you.
    Targeted AoEs still do linear KB, the same as cones. The effect of scattering a group only happens when the Blaster is IN the mob. Because the KB is always straight away from the Blaster, so if he the radius includes someone to her front, back, left, and right, those guys will go 4 different directions.

    Cones just appear more effective, because they won't hit someone behind you.

    In the all-too-common combination of Energy/Energy, however, Boost Range should keep the Blaster so far away from his Explosive Blast targets that they all go the same direction.

    Again, it's so easy to just keep them up against the wall.

    My 50 Energy/Energy also has Static Discharge with an Ragn proc, so I cycle ET, ExB, and SD over and over to keep entire mobs stumbling around. I suppose the Force Mastery APP would do this even better, but I like BR+Cones tooo much.
  20. Quote:
    Originally Posted by New Dawn View Post
    http://boards.cityofheroes.com/showthread.php?t=112230

    Just scroll down for the TA/A guides.

    Never look in just one place.
    The problem is the other guides listed there are (a) not a guide, (b) outdated information easily accessible in game now, and (c) an outdated wall of text with many inaccuracies.

    By all means, give them a read, but with any discrepancies go with Luminara's most recent guide.

    Actually, if you're new to the game at all I would say just skip them.
  21. Quote:
    Originally Posted by Bright Shadow View Post


    I dunno. But at least Dominators will have ONE natural option. Blasters already have Devices, Pistols, Rifles, and Archery.

    Dominators literally have zero natural powers.

    Besides, a Mind Manipulation/Pistol Assault would be perfect for my particular character concept!
    /Energy Manipulation fits a natural theme very well, too. Just take BU, Boost Range, Power Boost, and Conserve Energy. You'd have to argue skipping Aim if those wouldn't work in the "theme."

    It's also worth remembering "Natural" is also the origin of aliens and other non-humans. Peace Bringers are natural, after all. Not everyone who uses that origin has to be a regular old human, who happens to run Olympic speeds and take bullets to the face.

    Something like MA would be nice for Blasters, but it could also use animations from Super Strength. Just a few punches and kicks, the usual BU, and then one or two thematic powers... like a click that gives you defense for a bit or a ninjitsu style placate.
  22. Quote:
    Originally Posted by SlewofScorpions View Post
    Hello, I am sure this has been posted before, but I would like to find out. I really appreciate any answers and help with this. I am looking for what people think the best secondary set is for just pure defense for a tanker? Looking to make a superman like tank. Also what primary set would go with this the best?? Would like to make a real Tank! Please help!!! Thank you so much in advance.
    Since your registration date is so late, I'm assuming you're somewhat new to the scene.
    So above all else, welcome!

    I don't think much of anything already said was wrong (other than the idea that shields is nearly soft capped out of the box), but the thing I would most echo for your circumstances is Willpower.

    Willpower has layered mitigation. That is to say it uses a debuff, health regeneration, defense, and resistance to stay alive. It's very effective out of the box. Once you get into the invention system and have some money, it takes to invention sets quite well also.

    The biggest reason though: it's easy. The tier 9 (power you get at 32) "Strength of Will" does not have a crash (where your health and endurance drop) like many of them. It has a self-rez which is just gravy... other than those two powers though, there's nothing you have to think about. Everything else you just turn on and go. It's so easy you may just get bored.
  23. Quote:
    Originally Posted by Granite Agent View Post
    Actually I think it's kind of interesting that you didn't dip into medicine pool (maybe that's what the two open slots are for). Did you take Bayonet just as a slot mule for Kinetic Combats?

    Also slotting 6 shield breakers into Surveil means you can't slot the Achilles Heel proc for more -RES goodness.

    Just wondering about those choices.
    Sorry, I was just doing a quick mock up as an example. My only Soldier is actually a crab, who I went for soft capped ranged defense and recharge with.

    Bayonet is also because I wouldn't make a Bane without at least one melee attack to Stealth Strike with.

    Medicine pool's not a bad idea at all.
  24. I respec'd out of it because of the animation. I have never done that before. Even some of the other silly animations are worth dealing with.

    It's similar to why I didn't go see "Wanted." With some Gun Fu it's just too hard to suspend my belief.