Kolondo

Citizen
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  1. did you mean etheric Statesman??

    e·ther ( P ) Pronunciation Key (thr)
    n.
    Any of a class of organic compounds in which two hydrocarbon groups are linked by an oxygen atom.
    A volatile, highly flammable liquid, C2H5OC2H5, derived from the distillation of ethyl alcohol with sulfuric acid and used as a reagent and solvent. It was formerly used as an anesthetic. Also called diethyl ether, ethyl ether.
    The regions of space beyond the earth's atmosphere; the heavens.
    The element believed in ancient and medieval civilizations to fill all space above the sphere of the moon and to compose the stars and planets.
    Physics. An all-pervading, infinitely elastic, massless medium formerly postulated as the medium of propagation of electromagnetic waves.


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    [Middle English, upper air, from Latin aethr, from Greek aithr.]
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    e·theric (-thrk, -thîr-) adj.
  2. My problem has always been that I do not mind that I SOLO can not take on a +4, in a group not being able to touch a +4 is ludicrous.
    I personally feel that past four people it should up what the group can take on,
    I.E.
    5th person joins we can now take +5 without a whiff fest
    6th person joins we can now take +6 without a whiff fest
    7th person joins we can now take +7 without a whiff fest
    8th person joins we can now take +8 without a whiff fest

    This would ENCOURAGE grouping above four without having to add any more experience as many people think.

    As it stands now the only reason I go for more than four is a Team Force, we all now that by the end half quit anyhow out of time restraints so it ends in four anyhow.
  3. 1. Any of the radiation emissions powers will automatically remove a ancestor spirit or COT daemon from being shifted (I love this aspect of the debuffs)

    2. This is a game where if used correctly all first powers are viable (you just have to settle for four or five slotting in the beginning)

    3. Little Pips Hero planner in legacy mode is the only way to plan a hero.

    4. It is not worth it to EVER slot a training, it is only worth selling them until you start getting DO's then just chuck them.

    5. Even some DO's are not worth it, as they will sell for LESS than 1k even at the proper vendor, blech.

    6. No matter HOW much you try to justify it a power that is SITUATIONIAL is not worth the slot (man I wish I had not taken and six slotted Phase Shift )

    7. Teleport BLOWS if you do not have either Recovery aura on or a six slotted with SO's Stamina

    8. Best possible travel combo hasten then super speed than teleport, what you can not run around you Teleport over