Gilia

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  1. I know I should resist it ... I just can't!
    Quote:
    Originally Posted by je_saist View Post
    Yeah. This is pretty much it. Have a Controller Sonic Res toss the Hula-Hoop of doom on a Mastermind pet that fights in melee range and you'll get some idea of just how disgusting that would be in a solo condition.
    How about the Controller pops it on HIS OWN pet that fights in melee and we can see what it's like?

    Or we get a /Pain or /Thermal do the same -res debuff with a bigger area and then see how it goes.

    Quote:
    Originally Posted by je_saist View Post
    Back during the Issue 12 beta I think the subject was raised over why Thermal Radiation was going to Masterminds, but not sonic. Both featured +Resistance Powers, and both have Resistance debuff.
    It was proliferated in Issue 16.

    Quote:
    Originally Posted by je_saist View Post
    Some of the problems cited were too much resistance.
    Cited by who exactly? Why no link? Why no quote?
    Quote:
    Originally Posted by je_saist View Post
    If you check the MasterMind pets, they all have resistances, and no defenses. Using the Controller Buff numbers, with a Sonic Bubble up, Master Mind pets would have nearly 40% extra resistance (around 39% if capped into ED).
    So? The EXACT same slotting on /FF now offers 28% defense to everything. 28% defense is much better than 39% resistance. That's actually still the case if the buffed target already has resistance (which is your claim). Why is that? Let's say they already have 20% resist to the type in question, and it becomes 59%. That's a effective damage reduction of 49% (the ratio of the original 80% to the now 41% that you'd take). Adding 28% defense would be an effective damage reduction of 56% (the quotient between 50% of hits they were taking, and then 22% while buffed).
    In the cases where there is no resistance in place, Defense is just flat out better.
    Quote:
    Originally Posted by je_saist View Post
    Coupled with the Sovereign Right: Resistance Bonus proc that was already in the game, Mastermind's would be able to deliver a near 50% resistance buff to everything but sonic.
    Again, so what? More importantly sonic isn't a damage type, and as such I'm becoming suspicious that this whole post was a joke.

    Quote:
    Originally Posted by je_saist View Post
    While not all Mastermind pets have resistances, such as the Ninja, the mastermind pets with smashing / lethal resistance were all standardized at 21% to smash / lethal damage. An additional 49% resistance would be putting the pets around 70% base resistance and immune to mez damage with sonic res clarity... WHILE SOLO

    The developers simply looked at that... and said no. It was too powerful.
    I have a feeling that the devs have a better grasp about how damage mitigation works than you do.

    Quote:
    Originally Posted by je_saist View Post
    Now does this argument hold up today?
    Brief intermission. You realize that much of the player base argued MMs would never get a worthwhile AoE heal because it would be broken, and that's why /Dark's AoE has such a small radius? Check it out, I'll even cite a thread where it was brought up:
    http://boards.cityofheroes.com/showthread.php?t=123200

    Quote:
    Originally Posted by je_saist View Post
    When a massive majority of the game has perma-hasten and soft-capped defense and everybody farms +4 levels / 8-team members solo?

    Oh wait, I need to get back to reality.
    You sure do. I realize you were kidding here, even though it offered no value to your position, but most everyone realizes that the game's balanced around SO's. You could have just said that. I'll go ahead and skip the rest of the fluff here.

    Quote:
    Originally Posted by je_saist View Post
    Even under SO's with just one IO, sonic res on a Mastermind would be disgustingly overpowered, especially with the body guard changes. You'd pretty much have no reason to take any other secondary set. You'd have loads of enemy debuffs, and an army of nigh unstoppable cannon fodder pets.
    That's why everyone plays /FF now. Oh was it the debuffs that made it over powered? But Thermal could do all that and has decent heals in place of a small chunk of the resists...

    Quote:
    Originally Posted by je_saist View Post
    Thermal-Radiation worked because it didn't have any toggle powers. Therm-Rad is all click powers.
    Hahahaha... the difference of two toggles (the -res and the Heal vs Dispersion) is enough to balance the set? If that were true (it's not) they could have just changed two powers in /Sonic to proliferate it.
    Quote:
    Originally Posted by je_saist View Post
    Even then, when compared to the Corruptor / Controller numbers, Therm-Rad is lower in everything but the +resistance and the resistance debuffs, which are identical. Therm-Rad Mastermind has lower heals,
    Wrong. Healing is based your max hit points. That's the difference in healing power for the other healing sets as well. In fact, it's a whole tenth of a percent higher for MMs.
    Quote:
    Originally Posted by je_saist View Post
    lower +damage,
    You don't suppose that's to balance the fact that a MM is more in a position to spread Forge out? They don't need 4 allies to maintain Forge, while a Corruptor does?
    Quote:
    Originally Posted by je_saist View Post
    lower mez protection, lower +tohit, lower -damage, and lower -defense, and uses more endurance.
    7.79 is the standard mez protection from an MM. These changes happened with the other proliferated sets. So the idea that "Thermal works" but "Sonic couldn't," when they applied the same rules to the others MM secondaries as they did to /Thermal is just ridiculous.

    Quote:
    Originally Posted by je_saist View Post
    So no, Sonic Resonance does not need to be proliferated to MasterMinds.
    Because it wouldn't be as good as the sets in place now. Doesn't seem like a good enough reason to me.
  2. Quote:
    Originally Posted by Enyalios View Post
    Sonic is too powerful for MM I suspect for the same reason we don't see /Rad or /Kin.

    You can get part of the goodness for Merc with Merc/Thermal.
    Well, Rad and Kin would allow you to give a big recharge bonus, and with kin a damage bonus, to ALL your pets. To balance that, if they were proliferated, those numbers would have to be lowered or powers replaced in some way. Such a way that they probably wouldn't be popular choices anyhow.

    But how do you conclude that Sonic would be too powerful?
    Sonic, in large part, depends on having allies. First because of the ubiquitous shield buffs (in this case resists), but mostly because Disruption Field and Sonic Repulsion are anchored to allies. I think the only real argument against it would be Sonic might be nicer on MMs. You wouldn't need to team to get the full effect of Disruption Field, which is really a gemstone in the set.

    Ultimately, I think they split Sonic and FF between Corrs and MMs to give them some unique flare to each AT at the release. I don't think there's much of a good reason not to proliferate it now though.

    A curious thing about MMs is with the exception of Darkest Night, there are no anchored toggles. That means there's no anchored -res at all. Perhaps this was intentional, because anchored powers (such as /Rad and /Sonic lean on) might be easier to maintain as a MM, since you don't need endurance to keep attacking once your henchman are out.

    Who knows. If they proliferated /Sonic Resonance to MMs I'd make a Thugs/Sonic that same day. There's not a much else I would really like to see proliferated.

    Edit: A follow up thought. /Sonic doesn't add much that /FF doesn't. It has some -res and a ST mez protector instead of Force Bolt, PFF, and Repulsion Bomb. I would argue Liquefy is less effective than Force Bubble due to its recharge, but of course that just depends, YMMV, etc. All that together, and I think /FF may out right be better than /Sonic for MMs (if it were proliferated).

    Also I realized that the argument from an anchor does not hold much water since Controllers can already do this. In fact, the number of sets that could benefit nicely from the anchors for Controllers is probably more than the hypothetical MMs.

    So in conclusion, there is no good reason IMO not to proliferate.
  3. Gilia

    Claws/Dark Armor

    Quote:
    Originally Posted by Dechs Kaison View Post
    I understand follow up does nothing for a stalker, but the set was balanced around having that constant buff. When that buff was taken away, I don't feel the set was rebalanced well enough without it.
    Quote:
    Originally Posted by Gemini_2099 View Post
    The advantage of claws is that it has fast recharging attacks, and buildup/placate come up quicker due to the better recharge. But for the most part I would say pick claws for thematic reasons.
    Placate actually doesn't recharge faster than it does with any other set. Build Up does, however. It has a base recharge of 72 seconds instead of the normal 90. I think that was to balance what Dechs was talking about, rather than to fit the recharge times of the attacks. Because the set was balanced around (w/ SOs) having a pretty consistent 37.5% damage buff, the recharge was lowered on Build Up to make it a more consistent buff.

    I don't think it does, because once enhanced the amount of time actually shaved off is pretty low.

    The only tip I would say is if you pick up Cloak of Fear (I would!), then you want to almost always AS something you won't actually one hit, so the fear effect can trigger and stack with CoF. If it does, you'll fear down everything nearby.
  4. Quote:
    Originally Posted by Adaptionist View Post
    I have been itching to try a Storm/Ice or Kin/Ice Defender for a while. The reason is that ice storm and blizzard having blaster level base dmg. If Vigilance affects them i figure I would have one high damaging defender. I read that a fulcrum shifted blizzard is great damage on the corruptor boards so I would guess it is affected by damage buffs. But what about vigilance?
    Well, Vigilance manifests as a +damage buff, the same way a small red would, so yes, it should effect the psuedo pets.

    Don't forget that Defenders don't get Build Up, Defiance, Scourge, etc, so while you might out damage a lot of other Defenders, you may still lag behind your Blaster/Corruptor cousins.
  5. Quote:
    Originally Posted by PBaRmy View Post
    so i got a 50 elec/sd brute, currently making a new i19 build for him. wondering if slotting for higher s/l def is worth it in the long run for tougher enemies.
    i do tons of farming with him against rikti/romans..he runs ITF with np as is, but his s/l def is only 20(positionals softcapped obviously) and sometimes he can seem squishy against certain enemies(carnies etc.) and when im higher than +2/8 in mishs. and with no heal that also sucks.. so is slotting for higher s/l def gonna help my survivability in the long run?
    Yes, what they said. S/L isn't helping you at all, and Carnies are hard because Mind Control and Illusion powers are only typed as Psionic.

    Carnies also use a ton of AoE attacks, which you don't have quite softcapped.

    Drop your attempts at S/L defense, allow your melee defense to drop a bit and get the AoE at least a little higher, if not capped.

    Aegis proc (which is unique) and Reactive Armor's proc could be used to get you some Psi resistance to help with those troublesome Carnies and Rikti.

    Gloom would be worth slotting for damage. It's one of the best Brute attacks.

    More than anything else, Deflection is your Melee defense toggle. You only have it slotted for resistance. That's helpful too, the S/L resists on it are the same as Tough's. BUT If you put 2 slots in it for defense that's 5% melee def you don't need to find elsewhere.

    Edit:
    Also note that Grant Cover would give you defense debuff resistance. That's a very good thing to have, especially if you rely heavily on defense. If there's something you could give up, that might be more handy.
  6. Quote:
    Originally Posted by Nightchill_EU View Post
    is it even doable?
    Assuming you meant S/L defense then yes (as the previous link almost shows). For most setups it seems that it's possible, if you're willing to give up enough power picks, slots, etc, and feel the character will still be viable.

    If you mean all 3 positional defenses... I would say no, that's not doable. If it is by some stretch, I can't imagine it's still a viable build.
  7. Quote:
    Originally Posted by Leo_G View Post
    Gosh, I remember the days when Power Boost affected Knock. I took a partially-slotted-for-KU Lift on my Grav/Ice dom, zoom as far out as possible and fling grey NPCs in Cap near the skyscrappers to 'measure' just how high they went. Some of the heights I saw would result in fall damage if I jumped from the peak of their Lift.

    Not sure if you'd take extra fall damage from Lift or not. Anyone know?
    I believe fall damage calculates based on your Z coordinate when you left the ground compared to your Z when you hit the ground. So, if they land where you knocked them up they shouldn't (and I've never seen them) take damage. However, the hang does float them to the side a little, so it's very possible to have them just inch off the side of a building and then fall straight down.


    I'm also not convinced that enhancing the knockback adds much mitigation. I've had Lift maxed out ED-wise on Knockup and most of the time, the mobs stand straight up while still up in the air. They will often fire back before they hit the ground. On the other hand, I've used Air Superiority with Vanguard Medal and they clearly take more time to recover. It's consistent, whatever is going on there.
  8. Quote:
    Originally Posted by RiOTWRAiTH View Post
    ...Only have it on a ss/invul tank. The animation rules,but...
    Now that my Broadsword/Willpower scrapper is ready to take on the fighting pool, Ive got 2 questions for the community, If Y'all happen to know.
    Thanks in advance.

    p.s. I'm not the spelliest (sp?) of posters.

    1)does kick animation cause redraw of my broadsword?
    2)what do u think is the best enhancement to one slot it with?(it accepts knockback and melee damage IO's) Uniques and/ or procs aren't out of the equation.
    Ok that's about it.
    Rock on!
    All the power pool and epic power pool attacks will cause redraw (with the single exception of the Assault Rifle of Blaster Munition Mastery).

    For a single IO, I would go with Kick and the Kinetic Combat proc (knockdown). You could possibly go with Boxing and a Pounding Slugfest proc, but the chance on Boxing and on that proc are much lower than Kick/KC proc. That would give 'em some mitigation ability. There's not much else you can do with only one slot.
  9. Quote:
    Originally Posted by leilaopkin View Post
    So yah...90% of the SoA I run into or team with dont have that>.< Is there some sort of conspiracy?? T_T Its in virtue server btw

    When my Spider was young (on virtue as a matter of fact) people would ask me why I didn't take Maneuvers all the time. The truth was I toggled it off between fights and wouldn't turn it on for insignificant fights. That's just how I do toggles at a low level, turning them on and off as appropriate instead of being forced to rest every 3 minutes.

    Yeah, 90% is a huge exaggeration, at least if you include both those powers. Bring up their power info to see if they have it. Passing up Maneuvers as a Wolf/Bane/Crab/whatever is beyond silly.

    Just so you know, there is no Tactical Training: Tactics. I'm assuming you mean TT:Leadership, which is similar to Tactics from the Leadership pool. In that case, I would say it probably didn't fit in their build. Most people are equipped with their own Acc and ToHit buffs that the +10% (base) a wolf would give them would have no effect. So, I could see why if power picks were stretched thin for a concept or a certain build's goals that could get left out.
  10. I'm with Dechs completely on this topic. The goal is to have fun, but you can't be paying attention and still conclude that more scrappers is better than more defenders.

    Quote:
    Originally Posted by Rieze View Post
    Your logic is instead of having the power to knock down the steel wall, you would rather make the steel wall weak as tissue paper. Fair enough, I suppose.
    The metaphor trailed off a bit too soon. The defenders will make the wall as weak as tissue paper and then destroy it faster than the scrappers knocked it down with brute force.

    Quote:
    Originally Posted by Rieze View Post
    The reason you see so many scrappers is because they are still that damn good.
    There's far more to it than that. With Scrappers you have immediate gratification: there's no waiting for a team, there's no setting up a mob with debuffs, all you do is kill. Sure the death might take a little longer, but I've been so frantically hitting my attacks I've lost all sense of time passing. You also have the solo factor: ATs/powersets that solo well will tend to be more popular because it's not always easy or fun to make a team. Lastly, the formula for a good Scrapper is easy: softcapp (or add heavy defense to a resist/heal based set), and get the recharge for the best attack chain. Support classes are not so simple. You have lots of choices to weigh, and once combat begins there's dozens of directions you could take. Simple is popular, even if it's not the most powerful.

    The last time I know we were given hard data on AT popularity (2 years ago), Blasters were winning out by a bit (with Scrappers the closest behind). They are simple, can solo, and will give you the immediate gratification of anything on default difficulty dropping dead in seconds. Not many advocate (then or now) that Blaster's are inherently better than Defenders. Popularity is traced to other factors.
  11. Quote:
    Originally Posted by Jazra View Post
    Does anybody know why that is? I keep reading that over and over, but it makes no sense. I cannot imagine why an Illusionists Blind would not be tagged as a ranged mez, or why Mass Hypnosis wouldn't be tagged as AoE. Is this just an oversight on the Dev's part that hasn't been rectified in all these years, or is there a reason for it?
    Based on the original power sets and that Rikti and Carnies used to be a very large portion of high level content, I believe this was an intentional caked in "catch all" weakness. Of the original power sets, the only set that had defense against Rikti's mezzes was Stone Armor Tankers. Even then, Minerals can't be used with Granite Armor. There wasn't supposed to be an easy way around it. We were supposed to be susceptible to certain groups to maintain their difficulty.

    There is the already mentioned thematic reason. After all, how does an /SR Scrapper justify dodging an attack on his mind?

    As far as that all is concerned, I'm glad it's the way it is and that it hasn't changed.

    However, when I can Dominate a Rikti Drone (who have high ranged and melee defense) much more easily than I can hit it with Power Blast, I realize that it's unintended side effects don't always make sense.
  12. Quote:
    Originally Posted by Doctor_Xaxan View Post
    I think you're dead wrong about just about everything you said in here.

    No slots for heal IOs in True Grit? No Fighting pool? Are you jacked up on cocaine?
    QFT, now twice. Ignore Stone Jaguar's advice, he's either trolling or spreading ignorance.

    Quote:
    Originally Posted by Lord_Cyclones View Post
    Move a couple of slots out of Conserve Power and finish the Aegis set in tough.
    Move a slot to SJ and get a third piece of BotZ in there.
    You know he's already soft capped, right? These changes wouldn't help.


    You're softcapped, so resists, regen, and recharge are the three things you can give some attention now. You only have 2 LotG:recharges, which can be bought with 2 alignment merits. Pick up a few more and put them in Phalanx Fighting, Grant Cover, and get a slot into Battle Agility to put one there. (Take it from Conserve Power). Alternatively, when i19 makes Fitness inherent you could pick up Maneuvers, Stealth, Grant Invis, or Hover and pop the 5th one in there.

    I can't imagine you have endurance troubles. Replace Gift of the Ancients franken slotting for LotG franken slotting to get some more regen.

    In Physical Perfection replace a Blue and Green IO with 2 pieces of Numina's: the proc (also 2 alignment merits) and a straight heal. That will net you more regen and more recovery.

    If recovery becomes an issue, you could put the Miracle proc in health, and a Miracle: Heal. Shouldn't need to though.

    When i19 changes, I would remove the slots from Boxing, move Phalanx Fighting way up, and take Haymaker. Give it the slots from Boxing. Once you get some more money you can look at upgrading that set and getting the ranged defense elsewhere.

    With all that, if you have any free slots put a resist IO in Deflection. It has the same resists that Tough does, after all. Honestly, I would rather have that than the second slot in Active Defense. The occasion where doubling up Active Defense is useful will be much more rare than when some extra S/L resist will. I'm thinking like when the Rommy's fluffies die and you don't move it might come in handy. Or if you decide to solo a ton of Rikti Mezmerists at once...
  13. Quote:
    Originally Posted by Grey Pilgrim View Post
    After being away from WoW for over a year, I read a reviewer talking about his experience with a (at the time) end level raid, where he was being critiqued severely for not having the highest DPS gear on his character, as they did not think he would be able to contribute enough to the team. Such gear was earned through the raid, so I'm not quite sure how he was supposed to have it all coming in (and he had the best stuff he could have gotten elsewhere).

    Such common attitudes in that game are why I have avoided it like the plague for years. It's not casual friendly at all, and while that story is not typical of all people playing WoW (it obviously wasn't typical for me), I saw it far too much. Blech. That's why I hate that attitude here if I ever see it crop up, and why I counteract it whenever I form my own teams.
    I was DMing a Warcraft d20 group when WoW came out. I had read all the Warcraft books. I was sold before I knew anything about the game. In the first three months I saw the disparity between casual and hardcore gamers, and the community had little opposition to it. I knew it would only grow and I jumped ship before it got really bad. I came sulking back here, of course.

    The only thing I will typically call out for TFs is Kheldians. They need more love. I think they are horrendously underrrated for TFs, especially Peacebringers. Because their inherent will help them fit in no matter what the remaining 6 are, even more so if they are triform. The versatility is invaluable.

    Frankly I can let it go if the leader/organizer of a TF is pushing for a powerset or an AT, but if most of the team is doing it: ie "we won't start till we get a kin." I'll go do something else.

    Mostly irrelevant side note: I've been threatened to be kicked from a TF because I wasn't buff botting everyone on my /Thermal controller. No one was dying or anything, I was buffing everyone who had any share of the aggro and keeping the squishes from getting mezzed, etc. It wasn't even the leader of the team. Somehow this "you have to play one way to do this or get out" attitude has seeped into the community. It needs to be removed. BY FORCE!

    ...Maybe not by force.
  14. Gilia

    Power Boost?

    Quote:
    Originally Posted by je_saist View Post
    The basic problem I have with this statement is this... I didn't get that impression when leveling an elec / stone dominator during the beta test.

    With Power Boost up, I was hitting enemies for the mez effect on first mez... which would indicate a magnitude boost. But it is possible I could be confusing memories of Power Boost with Domination, which does double magnitude.
    Yeah, you are confused. That's not how Power Boost works. There actually is no "mez magnitude buff" mechanic in the game. Rather, Dominator's powers each have an additional application with the conditional statement "if Domination." The increase in duration that Domination suggests is actually just for that second application, as well.
  15. Quote:
    Originally Posted by Torrynt View Post
    Again, making this content soloable will actually do more to restricting it than open it up. To make it worth merits, they have to make it a challenge. Which means that many toons will not be able to solo it or solo it at any acceptable speed.
    Sorry if it was mentioned and I missed it... it seems too obvious to not have been mentioned though.

    The devs said the disparity in time:merits for true TFs vs story arcs/ouro TFs was (in large part) the time it takes to organize a team. If the TFs became soloable, the current reasoning would mean they are worth less... even for teams.

    That's not a good thing.

    Now, reducing the minimum team size? That might be better. Especially since some servers are lightly populated. It could also mean only having to find two or three fillers instead of seven to start a TF you intended to solo.

    I think there's a great balance now on "forced" team content and soloable content. Especially with Rogue/Vigilantes around to help fill out TF teams.
  16. Quote:
    Originally Posted by megaman09 View Post
    Was wondering where i go look to find out which one of these use the most end without being slotted.
    Trying to see which one is going to need the most help.
    Maneuvers at .39 eps
    Weave is just shy at .33 eps
    IW is only .21 eps

    City of Data is a good place for numbers http://tomax.cohtitan.com/data/powers/
    But Mid's is also good http://www.cohplanner.com/
  17. Quote:
    Originally Posted by SinisterDirge View Post
    Base is different from Cap
    Yes, thank you. The tangent started with the speed of flight, and that's why I referenced the base speed. I should have been more clear.
  18. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Nobody's going to take Group Flight unless they've got an especially team-focused build, like an all-primary Defender, or maybe a Mastermind who wants to keep his/her minions close but still be able to fly around. It's slower than regular flight, and is almost always less useful than Flight + TP Friend... but there are still people out there who want to take it for concept reasons.
    Don't forget slot starved tri-form Peacebringers who, staying out of melee, had a few throwaway picks. That doesn't make it anymore useful, but that's the only reason any of my characters have it.

    Quote:
    Originally Posted by PuceNonagon View Post
    I'm not sure this is true. I know they are increasing the amount that Flying gets boosted by Swift and it will be faster at lower levels, but the flight speed cap is unchanged.

    I think.
    There may be some confusion here, because you said speed cap and the person responded to did not.
    It's not quite doubled, but it maxes out with a single IO now because...

    Quote:
    Originally Posted by Issue 18 Patch Notes
    To reduce the travel times involved in larger zones, we've made a couple QOL changes to some movement powers:
    * Increased base Flight Speeds by 50%
    http://www.cityofheroes.com/news/pat...patch_not.html

    It's already been said a few times, but to reiterate it's largely because there's mostly farming, pvp, and post-50 min/maxed for speed/high difficulty task forces. I would imagine that Fly is still the most popular travel power, as it was ages ago when it seemed like most of the forum community hated it for being expensive End wise and the slowest travel power.

    I never thought about travel powers much until I realized on some of my teleporters I was using Raptor Packs just because I got sick of shift+clicking or not being able to type while traveling around. With the aforementioned changes in i19 and the City Traveler vet badge, I'm pretty sure the handful of teleporters I still have will be respeced to pick up Fly (besides the poor Warshade :-/). They mostly only have TP now because I wanted Recall on them and used up my 4 power pool picks.

    On the other hand, one of my RL friends who virtually never consults or posts on the forums takes Fly on every single character. She just likes it that much more than the other travel powers and isn't a min/max, PvP, farming, etc etc.
  19. Quote:
    Originally Posted by Hart View Post
    If you want to be able to earn Hero / Villain merits and the glorious amounts of inf they bring, you're either getting Frenzy or whatever the hero side version is. Neither of them are enhanceable and both give negligible bonuses infrequently.
    Well let's see, Call to Justice is +40% damage, +10% to hit for the whole team for 30 seconds, and Frenzy varies, but let's call it at it's weakest, which is the generic +60% damage, +30% recharge for 20 seconds. How are either of those negligible?

    And 6 minutes isn't bad at all for a totally free permanent temp power.

    As far as with Dominators, Call to Justice isn't bad at all, since you're missing Build Up and everything. Frenzy is awesome. I would just have to say for Dominators the Rogue/Vigilante powers are kind of worthless. Most Dominators will have enough control that they won't have much use for those by the time they hit level 20.
  20. Gilia

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    Let me help you

    Indomitable will

    Is an ancillary power pool available to every controller and dominator and can be respeced into or out of.

    I don't think mock means what you think it does.
    Let me help you.
    Not everyone takes Psionic Mastery. You can't rate an entire AT's mez protection based on one of 5 powers in one of 8 possible pools... You should try playing the game before you make such ignorant remarks.

    Mock? An insulting mimicry? That close enough for you? He said the same thing you did as to show how foolish you sound? Yeah... I think you might not know what it means.

    Check it out, there's this thing called "Google." You like type the word you want to know about it and it shows you stuff on the "web." You have to actually read what comes up, which might be new for you, but I'll help you out a bit:
    http://www.google.com/search?client=...utf-8&oe=utf-8
    (Click that ^)
  21. Quote:
    Originally Posted by Red Valkyrja View Post
    I don't know pot, kettle had a pretty good argument.
    Good one, coal. Epitomizing trolling while accusing someone else... classic.
  22. Quote:
    Originally Posted by Johnny_Butane View Post
    So you argue the AT descriptions applies to AVs too?

    "The Tanker is an irresistible force combined with an immovable object."

    AVs are resisting my irresistible force.

    "The Tanker is a devastating hand to hand combatant"

    None of my Tankers are devastating any AVs.
    There seems to be a few trolls on this board that don't know how metaphors work. This is an example of hyperbole. The Tanker is not literally immovable, there's no inherent KB protection, nor is the Tanker literally irresistible. We don't get attacks that ignore resistance. It applies to AVs insofar as the description of a Scrapper did. The description is meant to convey in strong terms that the Tanker can doll out a lot of damage whilst being someone who does not go down easily.

    Quote:
    Originally Posted by Bill Z Bubba View Post
    As I've told you before, that description fits the tank perfectly. He has the mitigation to stay alive indefinitely thus allowing him to slowly whittle away at his target over time.

    AVs are only staying alive against you because you obviously don't know how to build for taking them out. The tools are out there. You choose not to use them. YOU are the problem. Not the description.
    This.
    There's nothing in the description that would suggest (even if English isn't your first language and you mistake the rhetoric for literalism) that they can one shot an AV, or even take them down in 60 seconds. If the Tanker is built with soloing AVs in mind by a player who has half an idea of what she's doing, the Tanker will solo AVs.

    It's simple.
  23. Quote:
    Originally Posted by Gilia View Post
    Perma-Doms are well covered. With that exception,
    Quote:
    Originally Posted by Another_Fan View Post
    In case you weren't aware you can activate domination while mezzed.
    LOL learn how to read...
    Quote:
    Originally Posted by Another_Fan View Post
    All controllers can take indomitable will if they feel they need it.
    Boy if mez is anywhere near as bad as you seem to think it is those first 40 levels must have been rough.

    Get real.
  24. Gilia

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    Thread title "Why A blaster"
    LOL he was MOCKING YOU because you keep bringing up other ATs in a random and irrational fashion. Citing powers that other certain sets of other ATs get against Blasters as a whole... You have argued several times that FF/ Defenders are better than Blasters on the basis of Dispersion Bubble alone.

    Now you're trying to call him out for something you've been doing... hahaha...
  25. Every third character or so I play a real casual style. Common IOs, some franken slotting, maybe even a few SOs. I just did that with SS/Elec and your build has me thinking he should have been one of the "seriously" built character... :-/

    Quote:
    Originally Posted by Twilight_Snow View Post
    The build is ok overall. There are a few places that can be improved. Most are just minor changes. I would slot knockout blow for higher recharge instead of over-slotting it for damage. Energize is very over-slotted with heal as well. I think 5 slots are enough. While obliteration is nice, I would slot lightning field with more endurance reduction, and end drain. I would use reactive armor to slot the resistance toggles instead of Aegis. I'm ok using powers as set mule, but I would try my best to minimize such slotting, for example gloom and dark obliteration.

    I modified your build slightly below. It has similar s/l defense and recharge.
    I disagree about slotting Lightning Field for EndRedux/EndMods. The value is relatively low at base (-3% end every 2 seconds), and there's no -Recovery. This builds only source of -Recovery is Power Sink, so alone it wont' be flooring anyone's endurance without a second round of Power Sink, and by that time Lightning Field will only serve to help keep it there... we're talking about a fight that's lasted almost a minute for that to come up.

    If he had gone with //Mu, that might be another story. Ball Lightning tossed in the mix, and you can start talking Endurance bottomed out.

    With perma-Energize (a global 59% EndRedux) and PowerSink every 22 seconds, you could get away without any endurance reduction. Stamina, PS proc, and Numina's proc all amplify that fact.