Justaris

Mr. Justice 2011/PvP Bootcamp Mentor
  • Posts

    1258
  • Joined

  1. Thumbs up for me, without question. The new trials are interesting and, while getting the full range of new Incarnate stuff is a bit of a grind, that isn't a deal breaker on its own and is more or less what I anticipated going in.

    The new TFs, particularly the Mortimer Kal SF, I like immensely. Overall I call this issue a win for the Devs and those things that I do dislike, such as the confusion regarding reward tables in the trials and the instability following the new issue, the Devs are addressing with a speed that surprises and impresses me (though we will see how the upcoming patch does with actually resolving those issues - still, the fact that it is being addressed so soon at all gives me some hope).
  2. Quote:
    As far as DR, I have a very special guest lecturer who will be explaining DR to us. I will give you a hint- who is the top "numbers" person in the game today.
    Probably the same person it's been as long as I can remember...
  3. Just to chime in here, not that Dechs needs any additional support on a Dark Armor issue, but I've also been taking the trials on my Dark/Elec Tanker and I've also been sequestered or nearly sequestered many times. Cloak of Darkness has not at all impeded my ability to get noticed by AVs.

    In fact, I've never really had any trouble getting and holding aggro period on my DA tank and I feel the so-called 'problems' with DA holding aggro are grossly overstated and probably need to go away. While I understand the concern players have in theroy with having a stealth power on an AT whose role involves maintaining the notice of NPCs, the ONLY stealth power I've ever seen used in melee that actually has that effect is Energy Aura's Energy Cloak because it doesn't suppress. And even then, my EA Brute doesn't suddenly lose aggro when he runs it.

    I think the most likely scenario is the one Dechs posited above - someone with a grossly powerful taunt component overpowering everyone else. There's really nothing to be done about that since it's completely outside of your control (and not your fault).
  4. The Tetujin


    Hero
    Rad/Rad/Power Defender
    Travel Power: Flight (Rocket Boots)
    Incarnate : Musculature / Ion / Diamagnetic / Clockwork / Ageless

    Triumph server
    SG: Knights of Avalon
    @Justaris

    Character Profile on CIT
  5. Interesting question.

    Overall, I'd say I've enjoyed the new Incarnate trials. Personally I prefer the BAF, as I find the mad scramble for temp powers in the Lambda trial to be at odds to the methodical way I normally like to play the game. I understand that the whole point is to rush from point to point, I just don't like being forced by the design of the trial to rush headlong into a mess that on my squishier characters is probably going to result in lots of death. This is mitigated somewhat if you have a +3 shift and a good leader, but even so.

    The only other negative I have is the design of the Master of Lambda badges, which given how vital the temp powers are for many teams at this stage, strikes me as a bad design decision which could have negative repercussions for hardcore badges with the community at large. Hopefully once a critical mass of players reaches +3 shift and tier 4 powers this won't really be a big issue, but the design concerns me. I don't want "those damn badgers" to get a reputation for griefing trials. But that may be overstating the issue at this early juncture.

    That said, otherwise I'm enjoying the Trials very much. I like the way the story is being advanced and I find the Marauder battle in particular very enjoyable.
  6. Quote:
    Originally Posted by Jaxson B View Post
    Hi folks,

    Jax the newb here, and I've just gotten my first char to 50 (my beloved Robo/FF MM), yay! But now that I've got him to 50 and will start looking at pimping out his build, I have a few questions - primarily about set inventions, and one or two about the incarnate system.

    Basically, some of the set enhancements are obviously straight forward - for example, an acc/dam/rech enhancement in an ability like lightning bolt would increase its accuracy, damage and reduce its recharge time all from the one enhancement. My questions are primarily about set bonuses, and a few of the quirkier enhancements. To make things simple (for myself), I'll be looking through the possible enhancement sets I can use, and the powers I might use them in to draw examples.
    Okay, here goes.

    Quote:
    Originally Posted by Jaxson B View Post
    To being with, Sovereign Right: Resistance Bonus (pets) - another thread I made had someone comment that this actually creates an aura around my character and affects all my pets. Is this true?
    Yes, all four of the pet bonus procs (Sovereign Right: +resistance, Edict of the Master: +defense, Call to Arms: +defense and Expedient Reinforcements: +resistance) behave in this manner. The latter two are Recharge Intensive Pet sets and can only be slotted in certain pet powers, none of which unfortunately are in Bots/FF.

    Quote:
    Originally Posted by Jaxson B View Post
    Force Feedback: Chance for +Recharge (knockback) - does this affect just that ability, or is it a global effect?
    It is a global effect, but it is a proc (i.e. it has a % chance to happen and does not happen every time the power is used. Keep in mind when using Mids that the amount of recharge the planner displays is quite a bit more than you'll normally see since the proc isn't going to hit all the time.

    Quote:
    Originally Posted by Jaxson B View Post
    Shield Wall: +Res (tp), +3% res (all) - how does this one work? Is it just a global effect that always applies to me? If I put it on something like Deflection Shield, does it only apply to my target? If I put it in something like Maneuvers does it only apply to me/affected targets while Maneuvers is active?
    It applies to you only. This is a general rule for all Invention slotting - the bonuses affect you, not the target of the power. Procs are another matter, but those are usually obvious. A proc chance to stun or to do damage, clearly, isn't meant to be affecting the player but rather the target.

    You should generally assume that any 'extra' effects from Inventions such as the TP resistance, recharge reduction from Luck of the Gambler, etc are effects that will impact you and only you.

    Quote:
    Originally Posted by Jaxson B View Post
    A similar question to this, but Luck of the Gambler: Recharge Speed - is this another global effect (I can't imagine it's just recharge reduction, as most of these IOs are either "Recharge" or "Recharge Reduction"), or does it apply/proc in a similar vein to the Shield Wall IO? Also, does it just affect the slotted power, or all powers - so if for arguments sake it is a constant effect merely by having it slotted, does it affect say my Force Bolt too, or just the slotted power's recharge speed?
    Yes, it's a global effect, and a highly sought-after one. It affects all your powers and is a constant effect regardless of when/if you use the power in which it is slotted. The effect functions as a set bonus and follows the rules for set bonuses. Essentially it is a passive bonus to all of your powers so long as you are within three levels of the IO in question.

    For instance, if you slot a level 50 Luck of the Gambler: Defense/Increased Global Recharge and then join a Positron Task Force and are exemplared down to level 15, you do not receive the bonus for the duration of the Task Force becuase you are more than three levels below the level of the IO. Note that this is the level of the IO, not the level of the power. This is why lower-level IOs may be more valuable than high-level IOs. A level 25 version of the same IO would be available to you over a much larger portion of the game content (levels 22-50) even if placed in a level 49 power that itself was greyed out for the lower-level content.

    Quote:
    Originally Posted by Jaxson B View Post
    Panancea: +Hit Points/Endurance - does this affect me, or if I'm using a heal on another target (such as Aid Other), does it affect them instead? If I put it into something like Health does it have a chance to trigger whenever I regenerate health or something (I always thought it didn't work in 'always on' powers, but I was recently told they do).
    It affects you (see above). If you put something like this into a passive power such as Health, it is effectively always on. This is the preferred way of slotting these types of IOs for most players - examples include the Panacea +HP/End IO, the Numina's Convalescence +Regen/+Recovery IO, the Miracle +Recovery IO, the Regenerative Tissue +Regen IO and the Performance Shifter +End IO.

    Quote:
    Originally Posted by Jaxson B View Post
    Performance Shifter: Chance for +End - similar to above, this does work in Stamina, correct? How exactly does it work?
    Basically, in terms of game mechanics, passive powers actually recast themselves every few seconds. By placing these IOs in passive powers you ensure that their effects are always active without the need for you to renew them be making sure to use a particular power every few minutes or so. Mathematically speaking, the Chance for +End IO works out over time to be roughly equivalent to another EndMod IO in Stamina above and beyond what is already there - and since it arrives at this endurance recovery another way (by giving you a small boost of endurance every so often rather than increasing your underlying endurance recovery rate) it is independent of the diminishing returns for EndMod in the power Stamina.

    In short, it's a way to squeeze more endurance out of Stamina after you've maxed out the EndMod slotting.

    Quote:
    Originally Posted by Jaxson B View Post
    Now this is a big one that will probably help out a lot of my understanding - a proc enhancement on a toggle ability. Guassian's Synchronised Fire Control: Chance for Build Up - in a toggle ability (in this case Tactics), the only chance it has to trigger is when it's toggled on, correct? It doesn't have a chance to trigger every x seconds does it?
    In terms of game mechanics, toggle powers 'roll' chances for proc abilities to occur every few seconds where applicable. In the case of Tactics, the proc would attempt to fire every few seconds for as long as the power was active. There is some debate about this among players as to how worthwhile it is. Some people (rightly) say that often the proc may fire when you are standing around, resting, in transit, or otherwise unable to make use of the BuildUp effect. Others (rightly) say that it is a free BuildUp effect and may boost your damage without you having to lift a finger.

    Some people prefer to slot that IO in powers like Aim or BuildUp on the theory that they can make use of the effect 100% of the time. If it happens to fire, they'll be getting use out of it because they'll already be attacking (or else they wouldn't have hit Aim/BuildUp). Other people argue that just because sometimes the effect is wasted doesn't mean that it's a poor choice - it's a bonus and every now and then your damage just spikes up from the effect.

    Gaussian's also provides a significant Defense bonus for six-slotting the set and this of course requires placing the BuildUp proc IO with the other five in a single power - for many players who want that bonus, the power in question is Tactics.

    In short, there's not really a consensus among players as to what the 'right' way to use this IO really is.

    Quote:
    Originally Posted by Jaxson B View Post
    Now onto the set bonuses:

    To begin with, do any set bonuses transfer to my pets? I'm guessing not for the majority of sets, but I'm not so sure on pet sets. My hunch is no though.
    Except for the four bonuses mentioned above which are explicitly for pets and the Soulbound Allegiance: chance for BuildUp proc for pets, pretty much all set bonuses apply to you and not to your pets.

    Quote:
    Originally Posted by Jaxson B View Post
    Set bonuses which are like Enhancement(Range), Enhancement(Recharge) or Enhancement(Accuracy) - these are global effects which affect all of my abilities, correct? They don't just boost the slotted power do they?
    Yes, those are global effects. Any Set Bonus effect is a global effect, not a local effect.

    Quote:
    Originally Posted by Jaxson B View Post
    Do set bonuses apply only while a power is active? It certainly seems to not be the case (I mean, how would an attacking power ever have its bonuses in effect), but of course I'm new to this thing. Still, if I could grab some confirmation that a set bonus on a toggle power will still be active, that'd be great - I'd hate to fork out a lot of inf for a rare/very rare set for a toggle power like Dispersion Bubble and find out I don't get the bonuses. =P
    This part takes a bit of thinking through to really understand. The answer to your first question is no. The Set Bonus global effect is a constant effect that is "on" irrespective of when you last used the particular power the Set is slotted in. What does matter, as I explained above, is your current level relative to the level of the Set slotted. If you don't exemplar down, then you don't have to concern yourself with this.

    If you do exemplar, you retain the bonus so long as you are within 3 levels of the Set. If not all Set IOs are the same level, you'll lose elements of the Set Bonus as you get out of bounds from more of the Set pieces. For example, if you slotted a Set with a level 44 IO, a level 47 IO, a level 46 IO and a level 47 IO to get the Set Bonus for having four Set pieces, you would have those bonuses at level 50. If you dropped to level 44, you still have all your bonuses. At level 43 you drop to only getting the bonus for having two of those Set pieces slotted (the two level 47s no longer 'count') and if you drop below 41 then you lose all the Set Bonuses. This is of course temporary - you get it all back when you finish the TF in question and return to your natural level.

    One further note: the ultra-rare Purple and PVP IO Sets are immune to this rule. These Set Bonuses function regardless of what level you exemplar down to.

    Quote:
    Originally Posted by Jaxson B View Post
    I think that's about it for the set bonuses. Finally, incarnates, but this one's pretty simply: are there any guides to the system (as it currently stands)? As a new to 50 character it's one of the first things I want to get involved in so I can get as powerful as possible, but right now I only have a rough idea - basically do the Mender Ramiel arc then do Task/Strike forces or something. =S
    Well, the trouble with such a guide is that the system itself is rather complex and there are numerous ways that one can build any given character with respect to IO Set Bonuses - do you stack up bonuses for Defense? for Recharge? for increased HP? for Accuracy? for Damage? A little of everything?

    There's no 'right' way to do this, so it's usually more effective to make a build in Mids and post it for critique along with what your general thoughts and goals are in making the build - that way you can get individualized help from those in the know without trying to page through what would be a very ponderous and overwhelming all-encompassing guide.

    ParagonWiki has good resources to start you off, and Mids Hero Designer has all the IO sets built-in so that's another great resource for you. Good luck!
  7. Just FYI, the no-logout feature is there as a quality of life thing for peope who for whatever reason are soloing or having to take frequent AFKs. For example, a longtime acquaintance of mine in-game used to often play only with friends or solo because she has a newborn child at home and would often have to vanish for extended periods of time with little or no warning.

    The no-logout feature means that when she got back, she was still standing there in the mission where she left off (unless she got killed by an ambush, but there you go).

    It's very frustrating when the leader of a TF does this - I had a similar problem on a Citadel a few months back and it is indeed incredibly frustrating when someone has so little courtesy for other players. The only thing to do is 1-star the person and never team with them again. The system is a good thing, it's abuse of that system that deserves your ire.
  8. I won't be free until about 11:30pm EST (not sure if you're starting immediately after Hami or not) but depending on when this gets going I'd like a spot. If that time is too late, I understand.
  9. We're playing redside, but we'd love to have you along. We'll keep an eye out for you on Thursday!
  10. Pat, I'd like to buy a vowel (or possibly some grammar).
  11. Well to be fair, you've missed about five years of a game that's been out for seven. Of course there's a lot that has changed and become more complex.

    The good news is that most of it isn't necessary for greater than 95% of game content. With just a decent build costing only a few million influence (much less than the fund you were gifted), you can have a functional and useful character. After that, it all becomes icing, designing your character to be just the way you want it and to become ever more powerrful - you can do as much or as little of this as you want really. For the people who enjoy tinkering with their builds, we have resources for that. If you aren't one of those people, you won't be shut out - you won't be as powerful, of course, but neither will you be excluded or 'gimped'. That's the beauty of this game compared to some others (the word 'gearscore' ring any bells?)
  12. I agree with Adeon that the OP seems to be missing the point as to why power customization and some powersets being able to work thematically as other things is actually a good thing. This allows creative people to play what they envision while avoiding the problem of powersets being mere reskinned copies of each other. Technophile, you mentioned that (for you) the idea of having no futher powersets to play can get boring. What you've failed to consider is that a 'new' powerset that is basically an old powerset with new graphics is not new.

    In my experience, the players with a true 'vision of possibilities' are the ones who can become creatively invested in their characters. You may find that the same powerset can take on a radically different flavor and feel if you change the color scheme and limit yourself to a given theme or idea. Many very fun and immersive characters can be created in this way. Try to look beyond the bare game mechanics and powersets and exercise your creativity to fill in the gaps. You find that it was you all along that was lacking vision.
  13. Global name: @Justaris
    Server they mainly play on: Triumph, Victory (also Pinnacle, Protector, Liberty but less so)
    Level of PvP experience: Boot Camp 1
    Access to Ventrilo and/or mic: Yes
    Abiility to meet at 9pm EST on Fridays: Should be free most Fridays.
  14. Quote:
    Originally Posted by je_saist View Post
    *points you to: http://zerias.blogspot.com/2010/05/d...elee-tank.html

    Try reading through. I took several screen-captures showing the problem with the Stun Aura.
    I really wish you would stop linking to this. Many of the conclusions here are wrong and the build advice given is seriously off the mark in several respects with more than a few glaring omissions to anyone even casually familiar with slotting Dark Armor.

    You are misinforming people. Please stop.
  15. Is the start time still 8pm EST or did it get moved up?
  16. I've got a few steampunk characters myself - I'll edit this post later to add in a few more picks, but here's one of my steampunk robots:







  17. Justaris

    Veteran Awards

    I have to agree with the majority here - there are many people who already feel that the Veteran Rewards attack powers (three of them in total for the most senior of vets) give undue advantage to veteran players. Making these powers costless would be too much I think. They shouldn't be costless, or autohit, or anythng like that. It's enough that you get the extra attacks at all and that they're as good as they are.
  18. Quote:
    Originally Posted by Cerulean_Shadow View Post
    I'm not even sure where to put this message. If this is the wrong venue, please move it.

    My 9 yr. old son (who's had an account for over a year, and plays quite well) and I were just kicked off an ITF at the very end, by some snarky 16 yr old moron. They accused my son of not helping, despite the fact that he died many times fighting mobs and was having the same bad lag issues another person on the team was having. At one point, he was jumping up and down in an attempt to get his toon to respond. On his screen, nothing was moving. She used that as her reason to insult him. Apparently, it was okay for her friend to skip 30 minutes of the TF and come back and claim the reward, but not okay for my son to have lag issues. I should have told her that my son was 9, but it was okay for her not to tell us or the rest of the team that he friend was going to disappear for 30 minutes.

    She harassed my son in broadcast, called him autistic, and defended keeping her leech friend on the team.

    After three years of playing, I am just about through with City of Heroes. The griefing is just awful. My son didn't deserve the crap he got today, and neither of us deserved to be thrown off the team just before receiving the reward. The whole wasted 90 minutes has left a very sour taste in my mouth.

    Do I expect anything to be done about this? Nope. But I need to vent, and this is as good a place as any.

    That sort of behavior is, of course, inexcusable. While I like others who've posted above find it to be the rare exception in this game, I can certainly see how it left a sour taste in your mouth and I can't blame you wanting to step away from the game after experiencing something like that. I would hope that your time in this community has been an enjoyable and rewarding one (this deplorable incident aside) and I sincerely hope that you and your son return to playing once the bitter taste of this has faded somewhat.

    The autistic comment in particular raises my eyebrow - I don't know the full context, but if that's typical of the verbal abuse you/your son was getting, I would petition that in a heartbeat and I guarantee you that the GMs will take action against such persons. The GMs can access anything typed in any chat channel in the game so, as long as you kept your end of the affair civil, I'd imagine this would be a very clear-cut harassment case. The other stuff - being kicked off the TF at the very end, the immaturity and the hypocrisy... that stuff isn't against the rules. Lame and eminently worthy of a 1-star rating and a swift /ignore, but not against the rules.

    Seriously, if this person was half as caustic and crude as they sound, this should be reported for the good of the community at large. We don't need that sort here. I'm glad to see that you petitioned this and I know it may seem like a fruitless gesture, but in cases like these I've witnessed GMs act and act decisively. It's in their own best interests for PlayNC to take a hard line against these people who ruin the game experience for others, and in cases of clear and obvious harassment/abuse I've seen GMs review the facts and remove the offending person within a few minutes' time. They take this stuff seriously.

    On behalf of the City of community, I'm sorry this happened to you. Stuff like this affects all of us because it drives people away from the game and the community (and understandably so).
  19. Looks like you've got the basic idea of frankenslotting down, and there's plenty of room to experiment (frankenslotting is also generally fairly cheap to do, as you often have two or three options to pick from for the enhancement numbers you want and can thus dodge the pricier Sets.

    Yeah, it really doesn't matter much what you slot Clear Mind with when you get right down to it.

    As for what to pick up in place of Concealment, I've already suggested Leadership. I'll give you a brief rundown of your options and my (admittedly subjective) opinion of the efficacy of each on an Empath.
    • Leadership. Defenders get the highest bonuses from the Leadership powers and they provide a benefit to you and to the entire team. Especially powerful when stacked with Leadership from other characters. In this case, I agree with the priority you put forth. I would take Assault and Tactics.

      Most of my Defenders actually carry all four powers, as Vengeance is a remarkably powerful buff, but you might find Maneuvers more appealing if you end up going for three pool powers only. Again, the real virtue is in stacking with other buffs, but Maneuvers can also be handy in building personal Defense (should you decide to leverage IO sets in this direction). On an Empath I usually find building for recharge more rewarding, however, as it directly affects how often you are able to dole out your signature buffs like the auras, Fortitude and AB.
    • Fighting. Personally I don't feel that the personal protection you get from Tough/Weave is worth the endurance cost you pay for the toggle, on a Defender. Again, Weave may be helpful if you're leveraging for personal Defense with IOs, but the prerequisite attacks (Boxing or Kick) are not that impressive.
    • Flight. I mention this primarily for Air Superiority, which is by most people considered the best available power pool attack and also has the handy -fly effect. It's a melee attack and you mentioned not wanting to get up close, so this may not be up your alley.
    • Leaping. The main draws here are Combat Jumping and Acrobatics. Combat Jumping gives you some meager Defense, makes it easier to maneuver yourself in combat, and provides you some immobilization resistance. Acrobatics gives you some meager Hold resistance and some strong KB protection, but you have to burn two power picsk to get it (Combat Jumping and something else, probably Super Jump). Now that you can get the KB protection from IOs relatively easily, in my view the Hold protection isn't worth the sacrifice. But it's something to consider.
    • Concealment. I know, I've spent a few posts now arguing against Concealment, but Grant Invisibility can be a handy power to help teams stealth past things (particularly on long TFs), and Phase Shift makes a handy panic button. Again, you have to burn two power picks to get Phase Shift and I've made my arguments against Stealth and Invisibility already, but there you go. I don't think it's worthwhile outside of PvP, and Force of Nature makes for a better rescue that still keeps you in the game, but it's an option just the same.
    • Presence. I've experimented with the latter two powers in Presence (the fear powers) and out-of-the-box they aren't that good. If you can spare the slots to improve them, they can be a neat trick to pull out and will give you more control-type tricks up your sleeve. This might be worthwhile to you since as an Emp/Rad you have very little in the way of control powers and you mentioned relying on the stun from Cosmic Burst. The biggest downside here is that you have to pick up either Challennge or Provoke in order to unlock the fears, and very rarely will you want to taunt, so that's effectively a lost power pick (or at best a mule for an IO Set bonus).
    • Medicine. Don't take Medicine. You have all of those powers better represented in Empathy already and no one needs that much healing. Or, if they do, it's a PEBKAC issue.
  20. For purposes of PvE, the combination of a + Stealth IO and Super Speed gives you functional invisibility. The only mobs who are going to see you through that are also going to see you through Invisibility, and the +Stealth IO/SS route has the virtue of not tying up power picks and being considerably cheaper in terms of endurance usage to maintain.

    At this point in the game, I can really only see two reasons why anyone would opt for the Concealment pool over the +Stealth IO/SS route... firstly, if the person in question is intending to use the Concealment powers as mules for the very popular Luck of the Gambler +rechage IOs, or secondly if the person in question wants to get Phase Shift and needs the lower power picks to unlock it (though the latter I see primarilly done for purpose of PvP).

    So I stand by my earlier advice with regards to the Concealment pool. I could be mistaken, but it doesn't look to me like you fit into either of the above two camps and I can't seen any reason why your build should have to work in two Concealment powers to do something that you could do with one IO and no other changes. The +Stealth IOs can be a bit pricey by the standards of a newcomer, but getting one should be within your budget especially if you place a lowball bid and just wait it out. Alternatively, you might find that someone on the forums randomly sends you one the next time he remembers to check his main marketeering character...

    But anyway, getting back to the build proper, a few more observations:

    Clear Mind - the endurance cost here is not very high, and I find that a Range is a better investmetn for the single slot than an EndRedux. Mostly a personal preference issue, as many of the things I'm going to bring up at this juncture will probably be, but something to consider.

    Proton Volley - I strongly believe in slotting snipes with at least one Interrupt Reduction IO as this makes the power considerably easier to use in the thick of things. It can then become part of your attack chain rather than strictly a pulling power that takes up space most of the time. Most of the Snipe IO sets build this in, but while you're on regular SOs/IOs, this is something I'd address.

    Cosmic Burst. This is a tough one because pretty much all the possibilities are attractive. You want accuracy, you want damage, you want disorient (stun) duration, you want endurance reduction and you want recharge. Powers like this are what IOs were made for, and I'd consider frankenslotting this with IOs when you reach that point ("frankenslotting" refers to using set pieces from multiple different sets to yield ridiculous bonuses for a particualr power with little or no regard to what Set bonuses you get). For now I'd consider dropping one of the accuracies for a damage, but that's again a playstyle choice.

    Total Focus. Slot it for damage! The stun is nice, but this going to be easily your strongest attack and I think I'd favor damage over stun for this one. Again it's up to you, but the recharge on Total Focus is four times as long as Cosmic Burst so you're not going to be chaining these up all that much. I can see what you're going for here, I just feel like there should be some damage here. Maybe scrounge a slot from somewhere else to five-slot it? Or swap an accuracy out for a damage? Or ignore this, that's valid way to go too.

    You want recharges in Force of Nature.
  21. Counting Dead_West's Merciless, we are now up to five team members (meaning we have three spots open). The team will begin regular Thursday night runs this week, but anyone interested is welcome to join at any time (naturally, the sooner the better so newly created characters can quickly catch up).
  22. Thoughts on this build, in no particular order:

    As you're only asking about powers, it's hard to give a really thorough critique - slot placement without slotting is rather meaningless. That said, I'll give you what feedback I can at this stage of planning.

    Stealth + Invisibility - why? Unless you're planning on eventually going for Luck of the Gambler recharge IOs, I'd strongly advise that you just pick up a +Stealth IO for Super Speed or Sprint and do away with both of these power selections in favor of more useful powers.

    Why skip Regeneration Aura? If you're going to skip an Empathy power I'd skip Resurrect, since it's so easy for player to just make awakens these days. Or you could pick it up in place of Stealth or Invisibility, but whatever you do I'd recommend you take your aura powers.

    Again, it's hard to judge empty slotting, but I'd say Aim, Power Build Up and probably Absorb Pain are overslotted. If you're planning on putting certain IO sets in these powers that changes things, but strictly on a per-power enhancement basis these powers should not require this many slots.

    Some of critiquing builds is obviously personal preference, and you should always play the way you want to play because that's what you'll enjoy. If it were me, I'd probably drop the Concealment pool entirely, pick up Regen Aura and another attack, and move a few slots around. I'd also seriously consider the Leadership pool. YMMV.
  23. Again, you aren't really giving enough information here for a real comparison. The only answer we can give with a question this vague is "it depends".

    It depends on the powersets of the Blaster in question. It depends on whether you're looking at single-target damage or AOE damage. It depends on whether you're looking at a ranged/AOE build or a blapper build on the Blaster. It depends on whether or not the Warshade is making use of Mire(s). It depends on whether you're talking about leveling up or final damage output at 50. There's a lot of factors here.

    Based on what you've said so far, the answer is a solid "well, it depends." A Nova-form Warshade is going to outdamage some Blaster builds but not others. At low levels it'll outdamage pretty much all Blasters builds simply because you have a full attack chain out of the box while Blasters have to develop theirs later in the life of the character.