Local_Man

Renowned
  • Posts

    3911
  • Joined

  1. Quote:
    Originally Posted by Lohenien View Post
    Giving players access to more powers but not more slots seems fundamentally flawed. If it were up to me, I'd add slots to the fitness pool at various levels instead of giving players more slots to use anywhere directly.
    This is silly. I can't believe how many people complain about such a great change with NO DOWNSIDE.

    Powers without slots can be used for situational powers or to provide small improvements. Most players currently skip a rez power that may be in your powerset -- now you can take it and slot it with a single recharge. Take Combat Jumping with a single Defense enhancement for a small buff on your Defense and greater mobility while jumping (and Immob protection if you need it). For Fire and Dark tanks, you can fit in Acrobatics without giving up another important power. Take Recall Friend, Stimulant, Aid Other or a number of other powers to help with teaming. Want to be able to stealth a mission every now and then? Take Super Speed and throw a stealth IO in it. Heck, take Teleport Foe just for the fun of it.
  2. Quote:
    Originally Posted by Malossi View Post
    Hi .... I need a little help with my energy/energy blaster because i am newbie...I want to tell me everything about this Archetype... I want someone to tell me , what enchantments to put in slot of each powers and what pool powers to get and finally what epic power to choose... Thx!!!!
    Each person has his or her own opinion, based mostly upon his or her own playstyle. Some people play more aggressively, while others like to focus more on survival. The term, "Blapper" (combo of Blaster and Scrapper) can really apply to the Energy/Energy Blaster because the energy secondary has a lot of powerful melee attacks.

    Personally, I prefer survival over fast killing so I like to play most of my blasters at range, including my Energy/Energy. I take all or almost all powers from my Primary powerset, and only take a few from the secondary. I take Hover and Fly to mostly stay out of melee range, and I take all of the ranged attacks. I like to float on top and fire my energy blasts down . . . turning the knockback into knockDOWN. If there is no room to float overhead, I use the knockback powers to keep foes out of my face -- keep them at range so I can blast them with less danger. For a newer player, staying at range is probably a good idea until you get an understanding of how the game works.

    The basic slotting that you need for your attacks is mainly some accuracy and lots of damage. Start with 1 Accuracy, 3 Damage. If you find yourself missing too much, you can add another Accuracy. If your accuracy is OK, then slot 1-2 Recharge. If you find yourself running out of endurance, then add an Endurance Reduction.

    Planning your character: You probably want to plan for a travel power. Look at the travel power pools (Flying, Jumping, Super Speed, Teleport) to see which looks like fun. Flying is the best to start with, but pick any of them that you want. To get Fly, you need to take either Hover or Air Superiority by level 12, so you can take Fly at level 14. The soonest you can get a pool power is level 6, but don't be in a rush . . . take the most useful power, but keep in mind that you need Hover by or at level 12.

    You also need to plan on getting Stamina from the Fitness Pool. To get this at level 20 (the earliest you can get it), you have to take two powers from the Fitness pool before level 20. Take Swift or Hurdle by or at level 16 (I like Swift with Fly, and Hurdle with everything else). Then take Health by or at level 18. Then take Stamina at 20. Stamina will help you greatly with your endurance problems. (In the next free issue, the Fitness Pool will become an inherent power so you won't have to select it any more.)

    In terms of slotting, don't bother with buying Training Origin ("TOs") enhancements. Slot what drops, and sell the rest. Mostly focus on Accuracy. At level 12, you can buy Dual Origin ("DOs") Enhancements -- those are probably worth buying. You can buy level 15 DOs at level 12. Then at level 22, you get the big bump up. You can buy level 25 Single Origin ("SOs") enhancements. In terms of strength, 1 SO is twice the strength of a DO, which is twice the strength of a TO.

    Don't worry about the later part of the game for a while. Don't worry much about Invention Origin ("IOs") enhancements until you get used to the other kinds. Do the tutorials, do the missions in the University to learn about IOs and read the stuff.

    Most of all, have fun.
  3. Local_Man

    So, Chuck?

    Quote:
    Originally Posted by Soulwind View Post
    It's just my opinion of course, but it seems to me that "Chuck" may have run it's course.

    Unlike previous seasons, the first two episodes of this season just aren't holding my interest.

    I mean, come on, a cameo appearance by Olivia Munn (that was Olivia Munn wasn't it?)?

    A rebuilt (and *purposely* over the top) Buy More?

    Chuck's back to lying about being a spy to Ellie...geez guy, grow a pair already.

    (and why in the world would she believe him? Hey, I'm disappearing for days at a time, and so is my spy girlfriend, but no I'm not a spy anymore, trust me).

    Anyway, I'll keep watching (heck I suffered through the later seasons of Heroes too), but overall I'd be surprised if Chuck lasts much longer unless things really pick up soon. (I'm kind of expecting the whole "shuffle it's timeslot until it quietly dies" to start soon).
    I haven't seen last night's show yet (it's on the DVR), but I agree about the lying. Enough already. In the previous seasons, the lies constantly resulted in problem after problem that could have been avoided by the truth. This whole "lying for their own protection" stuff has been abused in this show. The same tension could developed with a lesser lie . . . that Chuck is working for the CIA, but isn't going on dangerous missions. Better yet, tell her the truth and let the tension come from sister constantly trying to find out what Chuck is doing when the missions are secret.
  4. Quote:
    Originally Posted by Elimist View Post
    Maybe I didn't ask clearly. I'll try to make sense
    Launch your AoE. It hits 16 enemies, and confuses all of them. The proc hits as well. So, here's what I'm wondering:
    Imagine 1 out of those 16 enemies you just hit. The proc hits him, and 5 surrounding enemies get confused as well.
    Now, Imagine the 2nd enemy in that mob. Does the proc hit him as well, since the power hit him? If so, the effect just spread to another 5 enemies.
    Rinse, repeat. 16 enemies. The proc spread from each of them, to another 5 enemies. 16x5=80+(original 16)=96 enemies. Potentially. Now take into effect that tossing that AoE into a mob, the proc is probably going to hit a decent number of the ones that already got hit anyway. Let's say 1 in 5 were not actually hit by the original AoE. 80/5+16=32. So if you manage to actually bring 96 enemies together, which is doable with a whole team herding, maybe some brutes/tanks. Seems like more effort than it's worth maybe, but think about it. If you can manage to confuse 30 enemies, that's a lot of damage being thrown around, alot of it landing on the other 60 enemies in that pile. Throw a few AoE damage powers out, and you'll get more XP than you lose from the confuse/xp loss equation.
    Will this be used often? Probably not. Is it more effective than putting the proc into single target? Maybe not. But is it possible? Do the mechanics allow it.
    Is it possible? Not sure. Is it likely -- I would say no, especially since when the proc hits for an AoE confuse, it is far more likely that the proc will stack on other foes who are also confused. For example, say you use Seeds of Confusion with the proc in it. Assume you hit 10 out of 15 with the cone. Maybe 3-4 of the hits will proc, and the proc will hit 1-5 extra foes nearest the hit that procced. Wouldn't you think is is likely that the proc is going to hit mostly foes who are already confused by the original cast? You will most likely stack the mag on foes who were hit by Seeds . . . which is nice if you hit a boss who would otherwise not be confused. You may get an extra 2-5 foes with a 10 sec confuse, also, if they are close enough.
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    Is this where I mention all the tanks that have faceplanted while my claws/sr scrapper lived to wipe out the spawns in question?

    I could, but it would have as little meaning as your post.

    Just like the "my tank and my partner's defender can duo that GM." So? I've got a cor and a dom that can duo the same GM.

    In the end, all of these statements are completely useless beyond showing that no AT is obsolete as long as people continue playing them. Including stalkers.
    Rather than posting a generalized and unsupported opinion, I pointed out a recent personal experience. I didn't go into more detail about how my tank did stuff that my softcapped BS/Shield or MA/SR Scrapper wouldn't be able to, like draw the aggro of a pretty large group of foes, all gathered around him -- it felt like real, honest to goodness tanking should be, even though it was on a red-side team.

    Sure, a softcapped scrapper or brute can out-survive some tanks and do more damage. But there is something unique about being a REAL tank -- drawing a large group in, being completely surrounded and knowing that if it weren't for superior defenses and a few good tactics, I'd be faceplanting at that moment. Instead, I survived and the opponents were just fading bodies at my feet -- I was the classic "Last One Standing" due to determination rather than firepower. My post was expressing that from a personal perspective.

    Tanking loses out to damage in the game because almost all of the rewards come from doing damage. But sometimes, real tanking is fun. We get to play the ole, "Is that all you got?" attitude of being able to take everything the other side has to give; of the extreme tough guy. At times, that is more fun than a simple-minded Brute or Scrapper, who is only thinking "Kill! Kill! Kill!"
  6. Quote:
    Originally Posted by Dz131 View Post
    defender and tanker are both obsolete.
    Funny . . . I took my Invuln/Axe tank Vigilante, was invited to a red-side team with several ATs including a couple of Brutes. My tank walked into the biggest mess and did what he does while his green bar barely moved. The brutes ran off and tried to do what they do . . . and faceplanted.

    I'll stick with my tank, thanks.
  7. One question is, are you considering by the controller or by the pet? Three Fire Imps do the most damage probably, but individually Rocky and Phanty can do more damage than a single Imp. By the controller, Illusion has Phantom Army, Phantasm and Phantasm's Decoy. It is hard to say whether Fire's 3 pets do more damage than Illusion's 5 . . . Illusion probably comes second, in part because of the heal-back for Phanty's Decoy and the Phantom Army.

    Of the remaining Controller pets, I'd say Rocky (Animate Stone) comes next ever since Seismic Smash was added to his attacks. It's kind of hard to say where Jack Frost, Twoey (Venus Fly Trap) and Singularity fall. Twoey does some AoE damage, while Jack has more control. Singy is not real high on damage per se, but because he is far more durable than Jack or Twoey, he may or may not do overall more damage. And my Elec/Rad doesn't have his Gremlins yet, so I have no personal experience there. I suspect that Electric's Gremlins are probably just below Illusion and above the others.
  8. Overall, Babyscid's build is quite good. I agree with all of the power choices and the order. Personally, I put damage in GD, since my single-target attack chain is GD-Crush-Propel. There are a few other little touches here and there that I do differently, but I don't have access to Mids at the moment, so I can't show you. But overall, his build is very good.

    I have a Decimation "Chance for Hold" proc in Lightning Storm -- it hits often enough to be noticable and matches theme-wise since the hold is a tesla cage.

    I prefer the Ice APP set . . . Hibernate gives a way to recover both health and endurance, you get a Defense-based shield plus two AoE damage powers when Grav is lacking in AoE damage.
  9. Quote:
    Originally Posted by Kheldarn View Post
    Sure you could. All they had to do was toggle on Walk first. Then, multiple castings of MF could be thrown at the target. When they turned Walk off, they had stacked MF Buffs.

    It was one of, if not the, very first exploits discovered after they gave us LOLWalk.

    Hmm, interestingly, I never heard about that one. Sorry, but obviously they needed to do something to fix the exploit.
  10. Quote:
    Originally Posted by UberGuy View Post
    I don't think that's why they did it. You could still stack multiple castings of it until they did this. I don't really know anyone who did it in practice, but I know it was possible. This now appears to truly prevent that.

    I'm pretty sure you are wrong. You could NOT stack Mystic Fortunes on people. Did you ever look at the numbers? Before this "fix," if you cast your Mystic Fortune on someone who already had one active, you wasted the cast and the recipient got no benefit. This "fix" makes it so you don't waste a Mystic Fortune on someone who already has one. (Imagine how overpowered it would be if you could stack 7 or more of these on one person!)

    While I would have preferred a message that the target already has one, this is a pretty good fix. I much prefer this to wasting my slow-recharging buff on someone who already has one.
  11. Local_Man

    Fire/Trick Arrow

    I think your build needs some work. I prefer to slot powers first to benefit the power and not for set bonuses . . . and your slotting is going to be unworkable. The bigger problems are marked in color.

    Char: This one has a lot of options, but I would slot some hold in there in addition to the damage -- you are a controller, after all. Char is used so frequently, it should be 6-slotted.

    Fire Cages: I'd replace the Immob with a Damage proc, like the one in Posi Blast.

    Flash Arrow: The main benefit of this power that can be slotted is the ToHit Debuff -- and it can be stacked with Smoke. That Dark Watcher proc is nearly worthless.

    Hurdle: I still don't understand why people take Hurdle at 6 when there are more useful powers available . . . like Air Sup or Glue Arrow. Oh, well. It won't be a problem much longer.

    Glue Arrow seems overslotted to me. Recharge and a little bit of Slow is all you need. You could use those slots somewhere else for more benefit.

    Hot Feet: Here's a problem. The Oblit set has a nice Defense bonus, but it has almost no EndRdx. If you don't put EndRdx in Hot Feet, you'll be running out of blue constantly. I Frankenslot Hot Feet, but the Multistrike set can work, too.

    Poison Gas Arrow: This is one of the most skippable powers in the set. Why take it so early? And you took Flashfire at 30?? Flashfire should be at 12. The Chance to Placate proc? I have it, and I'm not sure it does anything -- I only have it to finish out the set, as it was cheaper than the other option. I'd only use it if you are 5-slotting the set for the nice Recharge bonus. And frankly, on a Fire/TA I would take Smoke over PGA. Stacked -ToHit Debuff is more effective.

    Cinders can be postponed until after Stamina. So can Acid Arrow, but I'd take Acid at 22. But failing to take Flashfire at 12 is a mistake.

    Acid Arrow: Needs Accuracy!! Since this is an important Defense Debuff, it needs to hit so your other powers can hit.

    Oil Slick Arrow: This is, first and foremost, a damage power. This is a good place to slot that Oblit set, as you want to mainly slot Recharge and Damage.

    Fire Imps: I prefer to slot for Max Damage, good accuracy and as much recharge as I can get, so they can be re-cast when one or more die. I suggest the same slotting as Phantom Army: 4 from Expediant Reinforcement (leave off Dam/End and the Resistance proc) plus Dam/Rech and Chance for Build Up from the Soulbound set.

    You made some other choices I wouldn't make, but I won't comment on all of them. Personally, I'm not a fan of Stealth. If I want Stealth, I go for Super Speed because it has other benefits. Besides, SS will help you run in and out of melee. If I want a place for a LotG Rech you could go with Hover or Combat Jumping. Since you can get "stealth" from an IO, I find the power to usually be a waste since you can stack a stealth IO with Super Speed to get full invis.
  12. My Illusion/Radiation guide has a long section discussing Confusion. THERE IS NO XP LOSS FROM CONFUSION. You don't lose any because you didn't earn it. If a confused foe kills off another foe, it is just as if that dead foe never spawned. At most, there is a reduction of XP available to earn. But in reality, you can get bonus XP from using Confuse powers as long as you do ANY damage to the foes attacked by confused foes, because you get XP you didn't earn.

    Jade Dragon showed the formulas, but they aren't really needed to get the idea. If you do 50% of the damage, you get 80% of the XP. If you do 25% of the damage, you get 50% of the XP.

    So, using confuse powers will acually get you bonus XP that you don't earn.

    Yeah, I know it is semantics . . . but the misuse of the term "Lose XP" has caused a LOT of people to think that confusion is a bad power. It should be referred to as "reduced available XP"
  13. Quote:
    Originally Posted by Necrotech_Master View Post
    the purple confuse proc has a chance of having an AoE confuse effect on surrounding targets

    the best place to put the proc is in a single target because then it has the chance to be an AoE, putting in a power thats already an AoE will hardly notice any effect
    I would STRONGLY disagree with this. Putting the Contagious Confusion proc in a single target confuse (Illusion's Deceive or Mind's Confuse) is wonderful because it can hit anywhere from one extra to five or six. If you miss the target, the proc doesn't work.

    However in an AoE confuse power, it allows you to stack mag for 10 seconds -- you have a chance to confuse a boss for 10 seconds. Plus, it can hit guys that you may have missed. (You can see that in something like Seeds of Confusion, because the 10 sec confuse from the proc is shorter than the confuse from Seeds.) Plus, in a short duration confuse power (like Arctic Air), the proc will last longer than the confuse from the power, making the power far, far more effective. When I slotted the Congious Confusion proc in Arctic Air, it seemed to substantially increase the effectiveness of the power.

    I definitely plan to slot it in Synaptic Overload, the chaining confuse power in the Electric set.

    I'm not sure what the target cap is. I don't recall seeing more than 6-8 hit by the proc -- and I use it a lot in all three of my level 50 Illusion Controllers as well as my Ice/Storm. Every now and then, a single Deceive will confuse an entire small group of foes, but it usually only gets 2-5.
  14. Since I mainly hang out on the Controller boards, I hadn't seen this draft . . . and it looks awesome. My Ill/Rad guide is pretty massive because I tried to include a lot of detail and strategy, but you seem to have out-done my efforts on Storm Summoning. You have great information on mechanics AND strategy AND detailed numbers. You have put some nice effort into formatting and using a few colors to make it easier to read. I'm generally critical (even if I don't say anything) on most other guides, but this one section is looking like this may be the best guide anywhere when you finish it. I need to look at the other sections.

    I saw a few typos here and there -- do you want us to point them out?

    You may want to post a link over in the Controller forums, since Controllers are Stormies, too. (I have Ice/Storm and Ill/Storm at 50, plus 2 Earth/Storms, a Mind/Storm and a Grav/Storm in the 40's, plus a lower level Plant/Storm.) Granted, the numbers are a bit different (and you might want to include the Controller numbers), but the slotting and strategy are somewhat the same. There are some strategy differences that allow Controllers to not worry about using Freezing Rain as an opener (Control powers like Ice Slick or Phantom Army are better), so it is better as a debuff. However, Freezing Rain + an AoE Immob that does not prevent knockdown (Grav and Elec) is a great control power. Damage procs are more important for some controllers, so the detailed information on procs is very welcome.
  15. Local_Man

    Team quit rant

    1) If a team is especially bad, or if one of my buddies comes on that I really want to team up with, I'll wait until the end of a mission and then give a brief explanation for leaving, usually a true one. I'll quit a team more often because people are obnoxious, and not because they don't play well. Debt is mostly meaningless, and on a team of inexperienced or not-so-good players, I can show off -- sometimes it is fun to be the only survivor of a team wipe because I saw what was coming.

    2)The only time I will quit a team in the middle of a mission are if (a) I have a personal or family situation that need immediate attention, or (b) somebody is being a highly offensive jerk and the jerk is the team leader or the team leader won't kick him. (The second one has only happened two or three times in 6 years.)

    3) The only times I have quit a TF have been when a family situation arose that I couldn't avoid -- and I have explained and apologized. Things like "you need to go pick up the kids right now." If I know something is likely to come up, either I won't join a TF or I'll explain it at the beginning to let everyone know that there's a chance that I may not last until the end.

    I am very tolerant of bad players. I'm not tolerant of obnoxious jerks. As long someone is trying to contribute, I'll put up with them. Sometimes I will make suggestions -- and some people don't like taking suggestions. Oh, well.

    A buddy of mine recently reminded me of one of those jerks. We were on a team going through a story arc. Seven of us knew each other pretty well, and we were all on Ventrilo together. The eighth guy was a pick-up. He kept running ahead, ignoring the requests we were making, but the rest of the team was so good that we kept him alive. After a little bit, he sent a tell to the team leader (who was on vent with the rest of us) saying that his friend was on and wanted to join the team. The team leader responded that the team was full. He asked that the leader kick one of the others to let his friend join. The team leader responded, saying, why should I do that? Then the guy unloaded on several members of the team, saying how they were worthless and could be kicked -- and our friend is reading all of this to us as soon as he gets it. Finally Mr. Jerk demanded that the leader kick somebody now . . . so he did, and it wasn't any of us. We all got to hear his responses to that, too.
  16. Also, even the temporary pets and pseudopets from controller primaries are limited to one casting. Illusion can only have one set of Phantom Army, even if you could get enough recharge to make them overlap. You can also only have one Spectral Terror out, even though you can easily get enough recharge to make that power overlap. As far as I know, the only character who can have multiple pets out with enough Recharge are Warshades with their Extract Essense fluff-balls. (Not including Fire Imps, Phantom Army or Electric Gremlins, where more than one come from a single casting.)

    Storm, however, can get more than one Tornado and Lighting Storm out with enough Recharge.
  17. Not bad, and you make quite a few good points. I disagree with some of your assessments, like Deceive. I find Deceive to be very valuable on an Ill/Kin -- if nothing else, it is nice to Deceive a foe, and then use him for your target for your Siphon Speed and Siphon Power. Since Deceive does not draw aggro, you don't aggro the surrounding foes -- if you try the same trick with Blind, the surrounding foes will aggro. Especially, you can use a deceived foe as a "battery" to charge up your Siphon Speed and stack it before going into a tough fight. You can also use a Deceived foe as a target for Transfusion between battles -- just pull a single guy over near you or your team, Deceive him, and then use him to heal, buff up or even for Transference. Sure, you could do the "pull & hold" thing with Blind, but Deceive lasts a lot longer and doesn't do damage so you don't kill your "battery." That is in addition to all the benefits of Deceive that I went over in my Ill/Rad guide. You may not need Deceive in the middle of a big, "plow through 'em" kind of fight, but it can be a life- and team-saver against tough foes with controls and debuffs.

    You describe Spectral Terror as being able to take an Alpha. -- I think I understand what you mean, but it is a bit misleading. Spooky can control a group to prevent an alpha (sometimes, because it is a terrorize power), but it cannot take damage the same way that Phantom Army does. It cannot take damage at all, and will cause aggro to you.

    You do not sufficiently explain one of the biggest problems with Illusion/Kinetics -- dealing with Phanty's knockback. The player has to develop strategies to avoid Phanty knocking foes out of range for Transfusion, Transference and Fulcrum Shift. It can be very frustrating to badly need a heal, cue up Transfusion, and suddenly see your target fly out of range so the heal misses you.

    Personally, I prefer the Fire and Ice APP sets because they have single target blasts that animate slightly faster, and better AoE attacks. I tried Primal for a while on my Ill/Rad, and went back to Fire. You seem to downplay the importance of getting a single target blast for that great Blind-SW-Blast-SW attack chain that can really increase your damage over time.
  18. Local_Man

    Poison Gas Arrow

    Quote:
    Originally Posted by Carnifax_NA View Post
    Pretty much. Stick a single recharge in there and call it done.
    Unless you want a mule for the purple Sleep set for 10% global recharge. It is the cheapest of the purple sets. Other than that, a single Recharge is fine.

    But Yeah, I agree that the sleep is mostly worthless -- the 20% Damage debuff is most of the value of the power. The folks calling for a buff to Trick Arrow often request that some -Regen be added to PGA, which makes sense to me. Some -ToHit in there would make sense, too.
  19. Quote:
    Originally Posted by Nightchill_EU View Post
    Any level 25+ toon even with the most horrid build and a terribly bad soloing AT can run -1x1 tip missions at a speed for which only travel and tip drop matters.

    Now yeah my 50 full IOed Elec/FA brute plows +3x6 at nearly the same speed my non stealthed lvl 27 AR/FF Corr handles -1x1 but for tip speed itself it really doesnt matter much.
    Not quite . . . lets see how fast you can run tip missions at 27 with an Ice/FF controller solo.
  20. Local_Man

    elec/kin

    Electric Control is a low damage primary. The only major damage comes from the pets, the Gremlins. You can get some damage from APP powers like Fissure, but overall, it will still be pretty low on damage. Trying to farm with it will probably be an exercise in frustration.

    You really can't compare Electric Control to Electric Melee.
  21. Quote:
    Originally Posted by Carnifax_NA View Post
    Well that would explain my confusion alright, I haven't gotten to the stage where I've taken Chain Fences yet and had assumed it was also a jump-chain power, given the name.

    Another question on Jolting Chain. Does slotting with +Range enhancements affect the distance chains can jump?
    I don't know; haven't tried it. I'm already slotting Jolting Chain for Acc/Rech/Dam. I would guess that Range would only affect the distance for the power to hit the first foe, and that it would not affect the distance chains can jump. Similar to a Targetted AoE power -- Range does not make the AoE bigger.

    One interesting aspect of Jolting Chain -- If you hit the first foe, then the knockdown chain on other nearby foes is almost automatic, but if you miss the first targetted foe, it never chains. Therefore, it is better to target minions and any foes who are easy to hit rather than the Boss.
  22. Local_Man

    Chuck 9/20

    Quote:
    Originally Posted by Inazuma View Post
    Since I see no thread for last night's episode....

    Great start to the new season. Was that Linda Hamilton as Chuck's mom?
    There was a huge Geek-gasm when she was announced for the role. I read an interview with her. Apparently, an internet rumour started that she was being cast. Somebody asked her at a public appearance, and she denied that she had talked to the show's people. Then she asked her agent about it, and found out that it was a show she might be interested in. She contacted the producers, who were thinking about contacting her. She felt guilty about what she said to the person at the personal appearance, and wanted to set the record straight that at that time, she had not been cast, but that person helped to get the ball rolling.

    Linda Hamilton also said that she is having a ton of fun doing "Chuck" and would like to be a long-term cast member. But she didn't really know what the writers had in mind for her character in the long run.
  23. Quote:
    Originally Posted by Kyasubaru View Post
    So I was just watching Masters of the Universe the other day. Weird seeing He-Man as a badguy, and knowing the guy who played Courtney Cox's boyfriend was directing.
    Of course, he played a bad guy, Ivan Drago in Rocky IV, before being a good guy.
  24. Quote:
    Originally Posted by Father Xmas View Post
    Well looking around it appears I was wrong. Yes the role is rotating but not all of them are geek babes or even babes. The old spice guy is showing up as "Greta" for one episode and Stacy Keibler of the WWE in another.
    I saw an interview with some of the "Chuck" cast talking about how much fun it was to work with Isiah Mustafa, the Old Spice Guy. That guy has a special gift of comic timing to go along with disgustingly good looks. I'd like to see him make it big as something other than "the Old Spice Guy." I could even see him in a super hero comedy some day.
  25. Quote:
    Originally Posted by JD_Gumby View Post
    Hmm. Decieving the Sappers. Now there's an idea. I normally just panic and Blind 'em.

    This is the first character I've upped the level difficulty on. Currenly +2/x1 and I'm seriously considering just going to +4/x1 since +2 for tips has proven insanely easy (the lack of EBs in tips is probably the reason).
    Always consider Deceiving foes that give you a problem -- since they will usually give the same problem to their buddies. Of course, the nice thing about using Deceive is that it draws no aggro, so you can take them out of the fight and let them start to do stuff to their buddies before you show yourself with an attack. You can also handle several problem foes instead of being limited to one, or you can stack Deceive on bosses.

    Sappers are one of my favorites to Deceive -- they are so widely hated, and for good reason. I love to turn them on the other Malta. It is so much fun to see a Zeus drained dry of endurance by his own Sapper -- and since that doesn't do damage, there is no effect on XP.

    There are some exceptions: Many of the exceptions are foes who drop a pet or pseudopet -- it is usually better to hold them before they drop the pet rather than Deceive them. Deceiving the DE who drop those buff and debuffs does NOT turn them the other way, it only neutralizes them, and only as long as the guy who dropped them stays alive. (My understanding is that the DE buffs only affect DE, so you can't get the benefit.) When a Vahz Mortifier rezes a Cadaver, the Mort will then attack the Cadaver to kill it, and then rez it again. (It won't rez your teammates because the rez only works on Cadavers.) Deceiving a Sky Raider who drops the FF Generator will give your team defense, but only as long as that guy lives. When the pet caster dies, the pets usually turn on you.