Guffy

Cohort
  • Posts

    234
  • Joined

  1. Quote:
    Originally Posted by False_Fiction_EU View Post
    Fire/Rad - A tad too easy for my taste. Beasty damage and ace control.
    But the most fun you can have in this game?
  2. Playing a fire/rad is about as diverse as this game gets, as such some people scream WOTNOChokingCloudLOLOLOLOLOLOL!

    For some players it's about fitting into a specific team or group of friends.

    For others it's about Superteaming with other fire/rads.

    For others it's about having a good all-rounder - a toon that fits well into any team.

    Yes some people even SOLO! Really!.........it's like playing in a team but by yourself!

    In my experience of Fire/Rads (having played all the above methods for more time than is healthy) I can give you the clear advise that there is no right and wrong answers.

    For example if your teams are 'well rounded' or 'optimal' then Choking Cloud may not be of much/any use when compared with other powers. After all if your team are buffing your +def, +res and +mezprotect then relying on foes near you to be held for containment may not all that important as cages can do that for you.

    Heck I've not had CC on my fire/rad for years and I've not missed it like I thought I would. Do I shy away from being the first to jump in - nope. It's not altered the way I play at all, of course having perma IW helps by not getting mezzed and if my team is 'so bad' that they are relying on me to kill everything then my flashfire is always there for a double tap hold with cages and for those 'really bad teams' there's cinders.

    Other examples could include Bonfire, Smoke, Fallout and EM Pulse. All good powers but depending how and who you play with will depend on how they affect your gameplay.

    Personally, being a fire/rad nutter, I built mine with 'massive' recharge from sets (in order to get AM, hasten and IW perma) everything else fell into place and the toon is lots of fun - made easier by the incarnate system ofc. Last time I posted this build folk criticised how 'expensive' it was, so take it with a pinch of salt and an even larger pinch of 'WOTNOCC'?!?!?!?! N.B. this has 3 slots free for health/stamina, can't recall how I used them at the mo but the rest is mostly 'as is'.

    Guff.

    Hero Plan by Mids' Hero Designer 1.93
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Scari19endrng: Level 50 Technology Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- Lock-Acc/EndRdx/Rchg/Hold(A), Lock-%Hold(9), BasGaze-Acc/Rchg(11), BasGaze-Acc/Hold(11), BasGaze-EndRdx/Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(39)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15)
    Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(9)
    Level 6: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(17), GravAnch-Immob/Rchg(17), GravAnch-Acc/Immob/Rchg(21), GravAnch-Acc/Rchg(21)
    Level 8: Hot Feet -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(25), Armgdn-Acc/Dmg/Rchg(25), Armgdn-Acc/Rchg(27), Armgdn-Dmg/EndRdx(27), EndRdx-I(36)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
    Level 12: Flashfire -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(40)
    Level 16: Enervating Field -- EndRdx-I(A)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(40)
    Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(34)
    Level 22: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(23), Clrty-Stlth(39)
    Level 24: Cinders -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(34)
    Level 26: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(34), HO:Enzym(37)
    Level 28: Smoke -- ToHitDeb-I(A)
    Level 30: Boxing -- Acc-I(A)
    Level 32: Fire Imps -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(36), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(37)
    Level 35: Tough -- HO:Ribo(A), HO:Ribo(42)
    Level 38: Weave -- LkGmblr-Rchg+(A), HO:Enzym(39), HO:Enzym(40)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), LkGmblr-Rchg+(42), LkGmblr-Def/Rchg(43), LkGmblr-EndRdx/Rchg(43)
    Level 44: Mental Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), S'fstPrt-ResDam/Def+(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Cardiac Core Boost
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Empty(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- Empty(A)
  3. Currently updating - here's hoping - otherwise I'll have to do some work.
  4. Maybe they are on it now - Launcher has error now re. build.
  5. My build is 5 days old - maybe they forgot to update the EU side of it?
  6. I get the above message when selecting my server after today's maintainence - any clues out there? I've been using the new launcher and have performed a consistency check.
  7. Guffy

    Fastest ITF?

    Quote:
    Originally Posted by slainsteel View Post
    Would _really like to know the team composition and if any temps were used
    Would help me do mine faster.
    Support-wise we had a kin, dark, cold and 2 rads but in all honesty 'what people play is secondry to who plays them'.

    Yes we used temps. Sands-of-moooooo FTW!
  8. Guffy

    Best Debuff Set?

    As ever I'd go for Rad, not because of its numbers but due to the fact that it is very easy to use. Cold is a very busy set, having to target locations, foes and friends means that you can find, at times, you are missing out on your offensive powers.

    Rad on the other hand I find to be much simpler as all your powers can be fired off while targeting foes, with the exception of mutation and fallout (which although are good powers can be missed out).

    In short, I'm a lazy player, Rad suits me down to the ground and I have a deep respect for those good cold toons out there that keep busy while I slap stuff in the face.
  9. A 14 min STF? I agree with Tux, Aeon's cutscene is about 13 of those.
  10. Is there any update from the OP? Is this channel going to be 'handed back to the people'?

    I'll give it till the end of the week to hear about the way forward then if not happy I'll be quitting the DE channel.

    This type of forced government is not wanted/needed/required as far as I'm concerned.

    In my life experience if there's something you don't like there are two prefered ways of dealing with issues such as this;

    1) Work within the current rules/laws and progress change making sure to take people with you.
    2) Walk away.

    I'm of the opinion that the OP has gone for a bastardised version of option 1 which is not, at this moment, getting the nessesary ownership of the community.

    I'd like to suggest you consider one of the two following suggestions;

    1) Backtrack and say sorry.
    2) Walk away.

    Thankyou.
  11. I do think they should rename 84 months to......."Flippers Dream."
  12. With the expectation of a server list merge 'any day now' - I have always suspected that if all EU and US account holders could access all of the servers then at some point someone will say - "Hang on! Seth's US account cost's less than mine per month, bla bla bla" or, what would be even worse for NCSoft is if when the exchange rate changes, as it does daily, that there a myriad of US subscribers who refuse to pay anymore on the basis that the EU based accounts were getting a better deal.

    I suspect if they do merge accounts NCSoft would have to take some kind of revenue 'hit' to be consistent in price, not easy to implement in a global economy.
  13. Quote:
    Originally Posted by Local_Man View Post
    Apparently, at the Meet-n-Greet this past weekend in San Francisco, it was revealed that the target launch date for I-19 is 11/16 IF IT IS READY. If it isn't ready, it won't be until after Thanksgiving (meaning the last week of November or early December).
    Good to know, I'll look forward to it early December.......was there any indication of year?
  14. Guffy

    Getting Fired

    Quote:
    Originally Posted by PuceNonagon View Post
    Play your controller at work. If you get caught, you get fired and get to go home and play your controller. If you don't get caught, you got paid to play your controller. You win any way you slice it.
    Been doing this for about 4 years now, shhh don't tell. Clocked up 2907 hours on my fire/rad and counting.
  15. Quote:
    Originally Posted by Hyperstrike View Post
    Since we're talking about the old GR beta, probably. The NDA on that expired a while ago. Granted, this may or may not change for i19. Actually haven't got a clue.

    With the early GR, you essentially paid to have the Incarnate slot opened. Then you had to build the enhancement for it.

    I remember that a portion of the enhancement ignored ED. Something like 1/6th. So, if you were already at ED cap for recharge on a power, and added an Incarnate enhancement that was 33% Recharge (acts globally), you'd get the basic 4.25% (IIRC) or whatever you'd get as if you'd added a Level 50 Hami-O, plus 1/6th of the value (5.5%). So you'd get a bare minimum 9.75% bump to recharge for that ED-capped power (and more for those that were not ED-capped).

    Again, this may have changed some.

    According to scuttlebutt going around, we're going to find out in 2 weeks or so.
    Everything bar the '2 weeks or so' is very good news, thanks for the clear explanation.
  16. Quote:
    Originally Posted by Hyperstrike View Post
    Those still require an acc check. Choking Cloud does not. And Stun+Immob, while functionally the same as a hold is not a hold.



    Freedom:
    - Monday: 9PM Eastern
    - Friday: 7PM Eastern

    Liberty:
    - Tuesday 8PM Eastern
    - Thursday 8PM Eastern



    Which is why I asked for clarification.

    Even solo it helps. Think about farming for instance. Run in, pop Cinders, FF/Cage what remains, then sit there letting Choking Cloud do it's thing while your imps monkey-slap everything to death.



    From what I saw of the incarnate system in previous betas, if it still holds true, is going to make end management on high level Fire/Rads MUCH nicer.



    If you need the mitigation, Bonfire's great for that. However in teaming situations, the uncontrollable KB field can be a VAST nuisance.



    Probably tying to keep it survivable. Currently I'm the "tank" on our little Fire/Rad superteam and even with Poo^H^H^Rock Armor, and Maneuvers, I still tend to smootch floor regularly.



    Yes. Yes they can. They're just a poorer experience for not having it.
    Quote:
    Originally Posted by Local_Man View Post
    When giving advice to someone asking for it . . . I generally try to recommend the kind of build and powers that the majority of players prefer. If I have my own quirks or preferences (like Bonfire), I try to make it clear that it is my opinion which is not necessarily shared by everyone. Thus, if you have a specialized build that is designed for your playstyle, I think it is a good idea to explain your playstyle and the unique aspects of your build. And I try to assume that not everyone has billions and billions to spend getting tons of purples. It is wonderful if you can, but I don't assume that for someone asking for build help.

    My Fire/Rads are kind of all-purpose builds . . . but I did not get the mega-expensive damage purples. I have some of the cheaper ones -- a few in Fire Cages (Chance for Hold) and Choking Cloud (4 hold ones) and a couple of the pet ones for Fire Imps. Without spending billions on them, my builds are very effective. I did not cap Defense or Recharge or anything else, and yet it provides a great combination of control and damage. I often don't need to even use Flashfire or Cinders, especially if there is a decent tank on the team . . . Tank goes first, then I hit Fire Cages and run in, pop Char on the one or two who aren't held while the foes roast. Tank can then run on to the next group while I clean up.

    I understand the dislike for knockback -- misused, it can be very frustrating. For example, last night, I was on my Arrows Blaster doing an ITF. At one point there was a huge group gathered by the tank, ready for my Rain of Arrows. I pop Build Up and Aim, and then fire off Rain . . . just as somebody fired of a huge PB AoE knockback power, sending the huge group of foes out of my targetted area. Ugh. I have certainly teamed with Fire Controllers who misused Bonfire -- some try to lock down foes with Fire Cages to counter the knockback, but some always get missed. Bad Stormies are infamous for uncontrolled knockback. However, controlled knockback can be a wonderful tool.

    To me, Bonfire is a situational power. I only use it where the knockback will be helpful or at least not a problem. It has a lot of strategic uses. The Towers are a great example of one of those situations. Throw it on the Tower, and it sends the Repairmen flying back while doing some DoT on the Tower. Another use in the same TF: Throw it on Dr. Aeon to knock back his spawned copies while the team beats on him -- it reduces the damage taken by teammates from the copies while doing some damage to Dr. Aeon. Another: Throw it on Lord Recluse to knock back his spawned minions. Several uses in the ITF and many other TFs. You can pretty much throw it on any AV or fixed item with knockback protection, or use it to block doors and hallways -- it is great to protect your back from ambushes.
    Not knowing the OP personally it was sad to see him have to bump his own thread to get heard, I guess it's been many months since I was last here. It seems I was a little 'gun-ho' with posting a reply in leiu of a more apporpriate build - i.e. one that's not been built and added to over 3 or 4 years. That was my bad - sorry for any distress my build has caused.

    It's great to have other friendly fire/rad enthusiasts to chew the fat with, and that's made all the more colourful by our different experiences of which Choking Cloud seems to be a hot topic.

    Personally the thing I love so much about them is their all-round uberness. I've not been in any teams with mine where it has underperformed despite my best efforts for trying to outdo the tanks ability for getting the most aggro. Similarly I've never found anything too hard that this build can't do (within reason) solo. Hell even a very bored friend built his to solo Lusca - granted it took him ages but he was a bit mental - Also loved stormies - ewwww!

    My build came off of the back of a fire/rad superteam that sadly drifted apart in the mid-30 level range - my impression of it was that it was so good that it bored some people. So the build evolved from the initial desire to have flashfire back as often as possible, in a team or solo, it wasn't long before this greed for +rech took a hold on AM , the thought that it could be perma while NOT superteaming was too much to resist.

    I don't remember when I noticed that the epic psi set had IW however that +rech mentalist in me must have been working overtime and before I knew it I was once again trying for the impossible - More Recharge. I think it was at this point that I dropped Choking Cloud and also a leadership toggle or two, maybe they didn't fit, I know that slots were always tight, and maybe I was worried about all that end leaking out of me - I really can't remember that part as clear as when I started to play the 'new build'.

    The one slightly embarasing moment I do remember was when first showing off the new build, not only did I not have my, long harped on about power, Choking Cloud, but that infact I wasn't missing it.

    It does call me everytime I have another go at planning my fire/rad in mids however time and again it gets left on the shelf akin to a muched love toy that I feel 'too old' to play with anymore. Maybe one day the devs will give us a 3rd build and I'll once again build my toon into it's original superteaming goodness.
  17. Thanks for the feedback, I guess I was a little to quick with offering a solution and little to backup the playstyle/cost. Will answer your questions and try and post more background however I suspect since the OP has now said thay don't want to spend loads then my points will be mostly moot.

    Quote:
    Originally Posted by Hyperstrike View Post
    Those still require an acc check. Choking Cloud does not. And Stun+Immob, while functionally the same as a hold is not a hold.
    Acc checks are not an issue with this build as it relys on more Global Recharge than you can shake a stick at, and with the number of purple sets in the build I also get loads of global +acc. On a side note, the reason I love my fire/rad is that it's just as good solo as it is in a team, sure the tactics tend to differ but the result rarely does.

    Quote:
    Freedom:
    - Monday: 9PM Eastern
    - Friday: 7PM Eastern

    Liberty:
    - Tuesday 8PM Eastern
    - Thursday 8PM Eastern
    These superteams are great fun my fire/rad was the result of one of these a few years ago however with the current pool of players on Defiant these days a new one is unlikely. Sadly I'm unable to show you 'in person' how my toon performs as I can't access your US servers.
    Quote:
    Which is why I asked for clarification.
    Something I should have done for sure however I was replying to local_man, is this also your account Hyperstrike? I know some people have more than one.
    Quote:
    Even solo it helps. Think about farming for instance. Run in, pop Cinders, FF/Cage what remains, then sit there letting Choking Cloud do it's thing while your imps monkey-slap everything to death.
    By solo are you talking Farming? If so I get your point however if I have my rep pushed high, and because I'm a lazy player, I nearly always start with the delayed aggro debuff RI. After that you can usually get away with cages for containment along with whatever floats your boat - usually depends on how hardcore you want to farm. But to be honest - farming bores me, my eyes are drooping normally within seconds.
    If you're talking about solo 'normal rep' then personally I can't see the need to do much more than simple cages for containment - really no need for me to run CC (owing mainly to my perma mez protect and a heal if they get lucky before they get dead)

    Quote:
    From what I saw of the incarnate system in previous betas, if it still holds true, is going to make end management on high level Fire/Rads MUCH nicer.
    Thanks for the heads-up, are you allowed to say 'what you have seen' though?

    Quote:
    If you need the mitigation, Bonfire's great for that. However in teaming situations, the uncontrollable KB field can be a VAST nuisance.
    Totally agree with you on that, just not my cup of tea - sure I have powers that I use in 'special' circumstances however bonfire usually only ever makes it on my pvp build - more for the 'lols'.
    Quote:
    Probably tying to keep it survivable. Currently I'm the "tank" on our little Fire/Rad superteam and even with Poo^H^H^Rock Armor, and Maneuvers, I still tend to smootch floor regularly.
    I remember our superteam fondly. The only thing that dies quicker than the vast plethora of bad dudes is the fire/rad who got 'spotted' first - good times.

    Quote:
    Yes. Yes they can. They're just a poorer experience for not having it.
    It's not easy to disagree without posting picutes of my happy face when I play my fire/rad (without CC) to prove that my experience is far from poor however I really do understand the love for CC it's just, for some builds and playstyles, it's wasted slots on a power that you may not easily run all the time - for instance I like the spam the Psi AoE and when you are solo even perma-AM can't always justify CCs cost.
  18. Quote:
    Originally Posted by Local_Man View Post
    This is a nice looking but very expensive build . . . It has one huge problem and a few smaller problems. The huge problem is NO CHOKING CLOUD, which I consider to be a key power for Fire/Rad. Choking Cloud works best if it is Frankenslotted to some degree as it needs Max Hold and max or nearly max EndRdx -- I think I have 4 Unbreakable Constraints, a common EndRdx and the Lockdown +2 Mag Proc for CC in one of my two level 50 Fire/Rads. (No access to the game or Mids right now.) The other one has three Unbreakable Constraints (Hold, Hold/EndRdx and the damage proc), the Lockdown proc, an EndRdx and another Hold/EndRdx from another set. I miss out on a few bonuses, but having the power slotted effectively is more important to me.

    While there are a few malcontents who don't like Choking Cloud on a Fire/Rad, the majority of experienced players consider Choking Cloud to be a key power for the build. If you are going to go anywhere near this expensive, you really should re-do the build to include Choking Cloud at 28.

    Also, EF needs 2 EndRdx. Personally, I would take Bonfire over Mutation or several other powers you have. (I'm not a big fan of the Fighting Pool or Leadership, but that's personal choice.) Bonfire has many great uses in the end-game, including using it as a combo power under AVs to add a little damage while keeping other pesky foes away. There are all sorts of great places to use Bonfire in the Statesman's TF, for example -- it is wonderful on the Towers to knock back the Repairmen while adding some damage. Since the upper level TFs will become much more popular with Issue 19 and the Incarnate stuff, it is worth considering.

    To be honest I like Choking Cloud, in fact I like it a lot however, if like me you spend a lot of time on your fire/rad and, more to the point, a shedload of inf to get Indom Will perma, then Flashfire/Cages and cinders are always up when I need them. When I first dropped CC with a +rech heavy build I have to say that I didn't miss it, I'm sure if you are in fire/rad superteams then this would be a different matter, however I've not seen one of those in a long time. Plus the OP didn't mention superteaming iirc.

    I have to agree with you re. the fighting pool too, however the OP wanted something with +def, I've never put it on my fire/rad before and depending on what i19 brings with incarnates will depend if this is a 'goer' or not.

    I suspect the EF 'problem', which I do normally double +endred, will be offset with the incarnate system - assuming there is an 'endred ability' come i19 (which is what the OP wanted a build for.)

    Re. STF - I suspect I've done it a more times than most, our best time, back in the day, was 27:09, most of the reason I don't tend to use bonfire is due purely to my loathing of KB, it's not a logical hate of bonfire in itself, I've just teamed with bad stormies too many times.

    I suspect you have looked at my build and compaired it with your ideal, of which I am greatful, however this build was in response to the OP and therefore your vast knowledge and experience might also be well employed at the OP to both help in their request and to question the items like 'Why do you want lots of +def on a fire/rad'.

    Like Choking Cloud? No - I love it, but fire/rad's can also do very well without it.
  19. I'm planning on using this build, maybe, come i19 it doesn't include the fitness pool or the planned incarnate ability, however there are slots free to go into Stamina and Health. Hope it helps.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Scari19endrng: Level 50 Technology Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(9), BasGaze-Acc/EndRdx/Rchg/Hold(11), BasGaze-EndRdx/Rchg/Hold(11)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(15)
    Level 2: Radiation Infection -- HO:Enzym(A), HO:Enzym(3), HO:Enzym(3)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(5), Efficacy-Acc/Rchg(7), Efficacy-EndMod/Acc(7), Efficacy-EndMod/EndRdx(9)
    Level 6: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(17), GravAnch-Immob/Rchg(17), GravAnch-Acc/Immob/Rchg(21), GravAnch-Acc/Rchg(21)
    Level 8: Hot Feet -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(25), M'Strk-Acc/EndRdx(27), M'Strk-Acc/Dmg/EndRdx(27), M'Strk-Dmg/EndRdx/Rchg(36)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19)
    Level 12: Flashfire -- Amaze-ToHitDeb%(A), Amaze-Stun/Rchg(29), Amaze-Acc/Stun/Rchg(29), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(31)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31), Zephyr-ResKB(40)
    Level 16: Enervating Field -- EndRdx-I(A)
    Level 18: Hasten -- RechRdx-I(A), RechRdx-I(19), RechRdx-I(40)
    Level 20: Lingering Radiation -- Acc-I(A), RechRdx-I(34)
    Level 22: Super Speed -- Clrty-EndRdx(A), Clrty-RunSpd(23), Clrty-Stlth(23)
    Level 24: Cinders -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(33), UbrkCons-Acc/Hold/Rchg(33), UbrkCons-Acc/Rchg(33), UbrkCons-EndRdx/Hold(34)
    Level 26: Boxing -- Acc-I(A)
    Level 28: Tough -- HO:Ribo(A), HO:Ribo(34)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(42), HO:Enzym(43)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Dmg/Rchg(36), ExRmnt-Acc/Rchg(36), ExRmnt-EndRdx/Dmg/Rchg(37), ExRmnt-Dmg/EndRdx(37), ExRmnt-+Res(Pets)(37)
    Level 35: Weave -- LkGmblr-Rchg+(A), HO:Enzym(40), HO:Enzym(43)
    Level 38: Mutation -- RechRdx-I(A)
    Level 41: Indomitable Will -- RechRdx-I(A), RechRdx-I(42), LkGmblr-Rchg+(42), RechRdx-I(43)
    Level 44: Mental Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dmg/EndRdx(46)
    Level 47: Psionic Tornado -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
    Level 49: Mind Over Body -- HO:Ribo(A), HO:Ribo(50), S'fstPrt-ResDam/Def+(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Containment
    Level 4: Ninja Run
  20. I’m proper disappointed about the start to the incarnate system being taken from GR. From the sound of Posi’s announcement it is working as intended however is rather 'underwhelming'.

    Personally I’d rather see one of the following things;
    Wait for the wider beta tested to give their opinion before making this call
    Or
    Let people know up front that this ‘teaser’ to the incarnate system may seem underwhelming due to the lack of epicness intended for the full incarnate release.

    At least this way you are setting customer expectations at an honest level. What many posters here have taken offence to is the ‘promise’ of something that has already been paid for and now is not delivered.

    Better in my mind to give customers what they paid for with either;
    an apology for not fully delivering on promised expectation (which incidentally I don’t think is required in this case as the 1st tenth of ‘incarnate’ is working as ‘advertised’)
    OR
    before you deliver GR make a point in reminding people that the incarnate system is coming and that the foundations to that system are laid but NOT delivered within GR itself and thus any of its content may seem underwhelming at this time and to ‘please be patient’ while we work on i19.
  21. Quote:
    Originally Posted by Huron View Post
    There are new servers?

    Yeah, I hear there's one called Freedom and a bunch of others, am attempting to log onto them with no success.
  22. I failed to add this then couldn't edit it, hence the 'new post';

    After a long and loving relationship with my fire/rad, I’m using the above build for that ‘All-rounder’ feel. She does most things very well (sadly only in game).
  23. Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    ScarRad: Level 50 Technology Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Radiation Emission
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Char -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-EndRdx/Rchg/Hold(3), BasGaze-Acc/Hold(7), BasGaze-Rchg/Hold(19), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
    Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(37), Dct'dW-Heal(37)
    Level 2: Fire Cages -- GravAnch-Hold%(A), GravAnch-Immob/EndRdx(5), GravAnch-Acc/Rchg(11), GravAnch-Acc/Immob/Rchg(36), GravAnch-Immob/Rchg(43), Posi-Dam%(46)
    Level 4: Accelerate Metabolism -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/EndRdx(5), Efficacy-Acc/Rchg(7), Efficacy-EndMod(19), Efficacy-EndMod/Rchg(25), Efficacy-EndMod/Acc/Rchg(27)
    Level 6: Radiation Infection -- HO:Enzym(A), HO:Enzym(17), HO:Enzym(23)
    Level 8: Hot Feet -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(43), EndRdx-I(46)
    Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(17)
    Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(15), Zephyr-Travel(29)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(36), Mrcl-Rcvry+(40), Numna-Heal(43)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(34)
    Level 22: Enervating Field -- EndRdx-I(A), EndRdx-I(23)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
    Level 26: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(31), LkGmblr-Rchg+(36)
    Level 28: Tactics -- HO:Cyto(A), HO:Cyto(29)
    Level 30: Cinders -- UbrkCons-EndRdx/Hold(A), UbrkCons-Hold/Rchg(31), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-Acc/Rchg(34), UbrkCons-Dam%(37)
    Level 32: Fire Imps -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-EndRdx/Dmg/Rchg(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-Acc/Rchg(34)
    Level 35: Super Speed -- Clrty-EndRdx(A), Clrty-Stlth(50)
    Level 38: Lingering Radiation -- TmpRdns-Acc/Slow(A), TmpRdns-Acc/EndRdx(39), TmpRdns-Rng/Slow(39), TmpRdns-EndRdx/Rchg/Slow(42), TmpRdns-Acc/Dmg/Slow(42), RechRdx-I(42)
    Level 41: Indomitable Will -- LkGmblr-Rchg+(A), LkGmblr-EndRdx/Rchg(45), RechRdx-I(45), RechRdx-I(46)
    Level 44: Mind Over Body -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), HO:Ribo(48)
    Level 47: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 1: Containment



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1430;716;1432;HEX;|
    |78DAA5934B4F135114C7EFB485A1A5D096165ADE521EE559606114F091885481160|
    |B05562A19CB0093D469335313D9B9D1A8C177A22B17BA318A3B356AFC126A8C1AF5|
    |3BF8FA00781EB785BD93F6FFEB9CF99F7BCEB99D9BBA78DC2BC4A5A342F14FE634D|
    |B5E99CC9B452B9FCBE9966751CF6E98F95C7E7D53CD64356B415B558510EDBB8E92|
    |399E302CBD7413DDF3FCD885B5B538E4195AD1C89B2B53E70DDB861F81697343B77|
    |4B3182FFDF0A6F3B04C52D70A86B9CE3709A368EAB6EDA19B4C41D7577D25D3AA6E|
    |D91B4621345530B2F134AE686457529A5DD4ADCD08B4D807DFCB8A90D74E85F8EA1|
    |0A25538BE102A3F11EA3E137A1E816554C41E13E676B35C6256C1902349F0A4085D|
    |738C53842BA08A2CA22C3930E45A24783284CE0542FF3C61E80D1549438A53E12CE|
    |76DCEBA43A8BC45A8DB22446E109A6E12B0620567392A0E005C4EE1976C90BC0ACF|
    |55B9B23A466955E38C0942EC10F77398FBE9A07E1AE06F75739670D7D360D740ABE|
    |53E54CF90D93BCB48126A5304FF1C210C2BD4B0DD51F3830DDF092DDF783030F864|
    |095F2F55552114E09033B04C553BA70131119B21F42F51B00A7C41E90B3EA0D5427|
    |719F7081DF709F3E0A9679F522F0763446185B0DCB9F00085228C2646000C8DD2D0|
    |E8A7AA6D21EE88B723088666B976F37EDEEB16C9EB0ABE46BC55AD27A995B629468|
    |2FB3B41E89A266C81BD5DDADB7F5168DF6FC65FC61FCEFAC92F10548ECACA519542|
    |A36E4206A2DDF2DDEB7E426DF63C653C23F46D339E3378D4F74E217AE56EF6F2708|
    |3750C360C313E806F406EC94098461C8C10868FF0DC1FC1119783C45F50D2F04BC6|
    |2BC2E86B06BFF421186484ED62840BB7B8CA870D3E7089E4DEC8101F1657F98809A|
    |59942ADBBAEFFBADE7A4BEBB8173C506511258DB28C721AE50CCA59140DE51C4A16|
    |65E75D39DB77101B1A4319479940D9029350F10C55A378516A506A517C287E94204|
    |A034A13CA43949D7F6E9DFDA9|
    |-------------------------------------------------------------------|
  24. How much inf you got?

    Do you play solo or teamed?