MrSuzi

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  1. Quote:
    Originally Posted by Tax_E View Post
    Vet badges can mean nothing in this game. eBay anyone
    Ah ha!! this explains why a 27mo vet had never done a Task Force!

    This is an interesting find Tax_E. I do wonder what this person was thinking. Was there a character description or bio at all? Maybe he/she had a concept they were going for.

    Sometimes I have a lot of trouble fitting in a travel power at 14, AND health/stamina by 20-22. It seems I am missing some really great powers from my primary/secondary if I try to put in too many power pools. The problem with this is, I also feel my character concept does not really get "fleshed out" until I can take particular power pool powers or certain primary/secondary powers. Usually it seems my concept starts to take shape in the late 20's and early 30's for me.

    I have a feeling that some people want to rush their concept, and try to take the power pools as early as possible so their character 'feels' like the character they imagined. maybe that is what this person was going for. Not sure what concept they would have had for a tank that is out of phase?!! Looks original! lol
  2. MrSuzi

    Newbie!

    Welcome to the game Namy!

    I personally only play heroes at the moment, and I think the "Blue side" is much busier than the "Red side".

    Glad to see you on the boards already. There is a wealth of information on here and many great posters are happy to help.

    When playing a hero I found some success when I opened my team window and changed my "not looking for team" to "Looking for any team", and then below that I put some text 'looking for any team etc etc'. I found that when soloing I would get invites periodically.

    It is also surprisingly easy to form a team. In the team search window you could narrow the search for particular levels, so you can find others close in level to you. If they are 'grey' they are on a team, and when you search you may find people that also have the option "Looking for any team" set. They should be your first choice for invites. I would send out some tells (sending a tell before an invite is polite, and will probably get you more members than blind invites) "/t So-and-So, Hi, I have a x lvl mission in x location, intersted?". Send out a few, if you get to around 5 or so, I usually include, "we have 3 spots open on a x lvl team in x location, interested?" I have found that people will be more willing to join up in a team that is almost full than just starting.

    I believe there is a listing of the Supergroups and Villiangroups on Liberty. I am sure they are always willing to bring a new member into their folds. Lots of great people on Liberty I will say again. I left the first server I started on to come to Liberty because of many friendly people I met.

    Good luck Namy!
  3. Quote:
    Originally Posted by Marsquake View Post
    Checked my thesaurus ...
    Funny, after I read your post I checked my dictionary!

    This thread makes me smile, and I learn things about key powers in power sets that are considered 'must have's' i.e. mudpots.

    I think some people pick their powers because they have a concept in mind. Maybe people did not take a power because they did not like the graphics. Although some people like Propel, I will never take it, I can't stand the garbage on the screen.

    Im sorry but a tank without smashing lethal is pretty messed up. I made a suggestion as politely as I could, he decided to not take my advice and picked Hurdle. I chuckled, but I also did not stop teaming with him! I think he still needed a bit of help.
  4. I was out with a level 8 tank (well he was level 7 when we started) a few months ago in the hollows. It was the most hilarious experience I have ever had with a tank before. He would charge into combat and just as fast run back out, I took a look at his build:

    Fire/Energy Tank:
    1: Blazing Aura
    1: Barrage
    2: Energy Punch
    4: Bone Smasher
    6: Hover
    8: Hurdle

    Before combat he would things like "On my mark" and "Charge!" He would run into combat, take a few hits and run away. I was almost crying I was laughing so much. I would use two attacks and then see the tank heading for the hills with a crowd following him. He was only level 7 when I saw him, so after a mission he got lvl8. I said "I hate to pry, but I think you should think about picking up "Fire Shield", It should really help out." He went and took his level and picked ... Hurdle.

    I figured he was going for a debt badge.

    I was also out with a lvl40+ who had all the powers from the Speed pool ... except Hasten?!?!
  5. I have questions about the procs, especially in AoE powers.

    If I slot a damage proc in say Glue Arrow, an AoE power. I suspect that when I first cast Glue Arrow the proc would have a chance to activate. Now, will this proc 'roll' a chance to activate on each nasty in the AoE, or is it a chance upon casting, if it hits, the entire group will take the damage or effect?
  6. Quote:
    Originally Posted by MentalMaden View Post
    Anything less really you are swatting flies with a sledgehammer ...
    That pretty much sums it up! lol


    Well I brought my Earth/TA out this weekend and managed to hop on *several* task forces, and managed (with this new XP curve and several hours of play) to get to 26. I initially selected "Poison Gas Arrow" at 16, but felt it was 'meh'. I used an active build to remove it, and instead have taken the Medicine Pool, which I like! I guess I am aggressive, as I have had to use aid self many times already. I have Aid Other at 16, Aid Self at 22, and Resuscitate at 24 (just in case).

    Local_Man, my experience with AoE immob comes from Gavity, where I used this type of power extensively. I was thinking with this controller I would not take it, so unfortunately its out on this build, too bad as this would be a fantastic power to add. I am finding the Glue Arrow option is pretty fun, but needs slots (especially range, I am feeling the pinch with the difference in Glue Arrow and QS). Although I can have multiple Quicksands out on the map, I am loving covering absolutely everything in slow patches. I am pretty aggresive I guess I usually like to get a 2nd (ok sometimes 3rd) spawn moving with Quicksands and Glue Arrows. Maybe in the higher levels I will have to be more careful of this, but on a recent Synapse (I did 2 back to back, don't ask) I didnt seem to have to worry too much. (Aid Self, and an on-the-ball Emp Defender helped! )


    Now .. I have some more questions

    Earthquake: I am not sure how to slot this power. I was initially thinking I would slot 4 Kinetic Crash for some KB protection, then slot a Lady Grey chance for neg, and an Achillies Heel chance for res debuff. This seem ok? Will the 1.65KB cause nasties to go flying like the little clockwork I was tossing around?
    Acid Arrow: Not sure of the slotting on this either. I am thinking 3 Shield Breaker w/ neg damage, 2 more damage procs (Lady Grey - Positron), and anoter Achillies Heel -res. not sure if I need all the procs, and I am a little concerend I do not have enough ACC with only 2 partial acc boosts from Shield Breaker. Drop a proc, slot some acc?
    Holds (Fossilize, Ice Arrow, Volcanic Gasses, EMP Arrow): I was thinking Lockdown sets for the ranged Defense. Might it be better to Franken-slot these powers to maximize the effects?


    From what I have seen of this combo, I'm ruined. I have no idea how I am ever going to play another controller. I just picked up Volcanic Gasses, and have not had a chance to use it, I am sure it won't impress me in the least </sarcasm>.
  7. Hi all, I rolled up an Earth/TA, and am really enjoying it. I am having some trouble dispatching groups tho. I am only level 12 at present, and have taken the following powers:

    Fossilize, Entangling Arrow, Flash Arrow, Glue Arrow, Quicksand, Hasten, Ice Arrow, and Stalagmites

    I am not sure if I need both Glue Arrow and Quicksand, as they seem very similar, and they do not appear to slow the enemy much more when both are applied. I have heard there is a 'slow cap', and I was planning on slotting approximately 4 slots in Quicksand (and potentially 4 in Glue Arrow). Should I consider loosing Glue Arrow in favour of Stone Prison or Stone Cages? I stayed away from Stone Cages as I did not think it would be beneficial with Quicksand, Glue Arrow and/or Earthquake, but I am thinking I need another power that will do damage, as Brawl is not going to cut it in the long run.

    I have also heard that Flash Arrow is questionable, and the -tohit buff is 'not that great'. I was hoping to 4 slot with Cloud Senses (no dmg proc).

    Is this combination geared more towards teaming than solo? Any suggestions on slotting and using these powers which really seem to have synergy?
  8. I had thought the End Mod IOs would apply to the Healing +recovery uniques? People are not slotting these in PP along with 3 End Mod IOs?
  9. Wha?? How do you solo a Positron? I thought you needed 3 to start and one could drop. How can it be solo'd?
  10. I am using a /fire now, and Blazing Aura is pretty great! After a firey embrace (and or whatever else) its puts some some good numbers. Burn has sort of limited uses as it causes a fear effect and will cause the enemies to run around a bit. It also breaks immobilize and provides protection for a duration, this helps if you dont have combat jumping as /fire does not appear to have immobilization protection. Burn works better if there is a tank around, or if others on the team have taken agro and need a short reprieve.

    I believe a guide on here says [about temp protection] "provides slow protection, which is uncommon". It also can hold a -KB, which /fire needs.
  11. Hey all, Hate to bring back a thread that is over a month old now, but I have been playing my DM/Fire with some regularity, and have now reached level 38. I got a free respec with i16, and I am thinking now is the time to use it.

    I have taken some of the advice here, and come up with something that I think I could use. I am still not sure about NOT taking Shadow Maul, as I have taken Shadow Punch. I took a look at Umbral's build on here, which is pretty awesome, unfortunately I am lacking the ultra rare sets, and will likely not be looking to get those anytime soon. It looks like that build, with a very good recharge, uses Smite, Siphon Life and Midnight Grasp. I am not sure my build is capable of this, and thought to put Shadow Punch in there, and lose Shadow Maul. Good idea? bad? Better to stand around for a few seconds and have Shadow Maul, or slip Shadow Punches in there (especially when Hasten is down!). Thoughts?

    I previously saw a post of proposed attack chains for each powerset, would be great to see that link again ..

    I am feeling pretty squishy at level 38, and was tempted to take Rise of the Phoenix to compensate! ug. I'd rather not plan to be 'dead'. Im hoping tough will help with this, and this is why I have slotted it where I have. Sooner may be better, but not sure how I could effectively work this in. Currently I do not have tough at level 38, so I am not sure how much this will help, or if this is 'all i really need' to help my feelings of squishiness. Not sure if I have enough defense in this build either, maybe another set of BotZ to get to ~20% ranged-AoE?

    I am liking the numbers I am getting out of Physical Perfection, perhaps with the Recovery I have I do not need both Consume and Dark Consumption? Perhaps subsitute an attack (Shadow Maul) in the place of Consume? maybe Temp protection to mule +3 def, and some reslotting of tough?


    If you are reviewing my build please keep in mind that I like to run Task Forces, including Positron, so I would like to have a 'functional' build for these. I am basically looking for improvements to help some survivability. I have heard /fire is not a contender for solo'ing an AV, but I would sure like to be able to survive an 8 man spawn!



    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Fighting
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg(21), C'ngImp-Dmg/EndRdx/Rchg(40), C'ngImp-Dmg/EndRdx(40), C'ngImp-Acc/Dmg/Rchg(42), C'ngImp-Dmg/Rchg(42)
    Level 1: Fire Shield -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(3), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/Rchg(5), TtmC'tng-EndRdx/Rchg(43), TtmC'tng-ResDam/EndRdx/Rchg(43)
    Level 2: Shadow Punch -- T'Death-Dmg/EndRdx/Rchg(A), T'Death-Acc/Dmg(25), T'Death-Dmg/EndRdx(37), T'Death-Dmg/Rchg(37), T'Death-Acc/Dmg/EndRdx(40), T'Death-Dam%(50)
    Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(7), Dct'dW-Heal/EndRdx(48)
    Level 6: Boxing -- Acc-I(A)
    Level 8: Siphon Life -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(9), C'ngImp-Acc/Dmg(9), C'ngImp-Dmg/EndRdx(11), C'ngImp-Dmg/Rchg(11), C'ngImp-Acc/Dmg/Rchg(50)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(15), Zephyr-Travel/EndRdx(15)
    Level 16: Plasma Shield -- ImpArm-ResDam(A), ImpArm-ResDam/EndRdx(17), ImpArm-ResDam/EndRdx/Rchg(17), ImpArm-ResDam/Rchg(25)
    Level 18: Dark Consumption -- Efficacy-EndMod/Acc(A), Efficacy-EndMod/Rchg(19), Efficacy-EndMod/Acc/Rchg(19), Efficacy-Acc/Rchg(21)
    Level 20: Health -- RgnTis-Regen+(A)
    Level 22: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), EndMod-I(23)
    Level 24: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(42)
    Level 26: Soul Drain -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(27), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-%Dam(46)
    Level 28: Consume -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(29), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-%Dam(43)
    Level 30: Blazing Aura -- M'Strk-Dmg/EndRdx/Rchg(A), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Acc/Dmg(31), M'Strk-Dmg/EndRdx(31), M'Strk-Dmg/Rchg(34), M'Strk-Acc/EndRdx(48)
    Level 32: Midnight Grasp -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(33), Mako-Dmg/EndRdx(33), Mako-Dmg/Rchg(33), Mako-Acc/EndRdx/Rchg(34), Mako-Dam%(46)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(39), Aegis-ResDam/EndRdx(39), Aegis-ResDam/EndRdx/Rchg(39)
    Level 41: Focused Accuracy -- EndRdx-I(A)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45), EndMod-I(45), Numna-Regen/Rcvry+(45), Mrcl-Rcvry+(46)
    Level 47: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def/EndRdx/Rchg(50)
    Level 49: Burn -- Dmg-I(A)
    ------------


    Thanks for your help in advance. If someone has not tried this combo out, its plenty of fun! I keep thinking about the firebat from SC saying "Let's Burn"
  12. MrSuzi

    Help: Defense

    Quote:
    Originally Posted by cp2_4eva View Post
    How do I know when I reached the softcap?
    Without it in front of me I believe you click Powers and then Combat Attributes. There is a section in there where you can see your defense, and sections for a variety of other things as well.
  13. Quote:
    Originally Posted by JamMasterJMS View Post
    Most of the people that post on this forum I believe are the most knowledgable in all the game. And the most level-headed.
    Its true! Other boards do not have near as much to offer as this one.
  14. MrSuzi

    Thank You

    Not sure if it was someone from here or just a generous soul. I managed to pick up a level 12 Theft of Essence Chance for +end IO for a mere ~25M. Great find for my DM scrapper!

    I would have paid dearly for that IO, I almost used 200 merits to select it (at level 10). Thanks to whoever put it up there, I appreciate it!!! Made my week! (yes i have no life lol)
  15. Quote:
    Originally Posted by Sardan View Post
    You're not the only one, apparently. I got negative rep for pointing out it's not standard English! That seriously unhappilated me.
    Interesting. I looked this up on Merriam-Webster and got the following:

    Main Entry: bought·en
    Pronunciation: \ˈbȯ-tən\
    Function: adjective
    Etymology: bought + -en (as in forgotten)
    Date: 1738
    chiefly dialect : bought <the only boughten carpet in the region — H. W. Thompson>

    Is that for real? I did not know 'boughten' was a word?!

    I looked up unhappilated, but it wasn't there!?
  16. It should be plenty easier with powers up to lvl20...

    I figure there will be plenty of new characters, some elec scrappers and tanks, some /AR defenders, maybe a Rad/ blaster, how about a /cold controller?

    How about this weekend? A few days enough time to get to lvl10 or so and get some IOs for a Posi??

    Call me sick, call me demented, but Positron is probably my favourite task force. I like the fact that everyone is (was) on a level playing field, people may or may not have travel powers, very few have end recovery, and the team buffs make such a huge difference.

    I can remember a late night Posi I started with 5 and had one drop off, it took us until almost 2 am to finish! Good times. Or a time when we had a team of 8 and the two highest on the team were a lvl16 and a lvl14. They both dropped after the first mission (which took a good hour). LOL Lots of deaths, lots of levels, lots of fun. We had more leave and had to quit that run, I still got 4 levels and had a blast.

    I hope there are some others out there who also have an bit of a masochist streak in them and want to run a newly rolled up hero though a Positron.

    How about a Saturday morning / afternoon?
  17. I have a kin/sonic, its quite fun to play and kinda blaster-ish. If you are coming from a blaster background I would give kin/ a shot, with the speed and damage buffs you kinda feel like a blaster. (at least after a couple Siphon Powers )

    Also, I think you can get a feel of the sonic attacks from Shriek, Scream, and Howl, which are all quite early. I took: Transfusion, Shriek, Scream, Howl, Siphon Speed, Siphon Power. By 8th I had a basic mechanic going. I switched to team mode after that and took ID (10) and SB (12), which teams love. You could probably roll one up and get it 8th to give you a very basic idea of the attacks etc.

    If you are skipping the KB (Shockwave), your next attack is Shout at 16, and not so much as far as damage after that (save the nuke, and minor dmg from Siren's Song and Screech). Not much KB in there, but a good amount of -res! (cha-ching!)
  18. MrSuzi

    PW's war journal

    I thought I met a 'PoliceWoman' on a Synapse TF the other night? Was that you? Police Woman does have a nice costume!
  19. Quote:
    Originally Posted by Reptlbrain View Post
    Using MrSuzi's build, I would sub out the Leadership powers for Hasten and Wormhole, slot Wormhole with Stupefy and put Blood Mandate into Singularity in place of Expedient Reinforcement.
    That could work out very well. If I could spend the time to get the wormhole mechanic working quickly I can understand how much easier it would make mobs. Unfortunately the loss of the leadership pool, means the loss of Tactics. With the AoEs having .9 and .8 Acc base, I think Tactics turns these powers into 95% hit chance, which is great.

    Yes the 4% def(all) is pretty marginal, but its something, and I share it with my team. If a team of 8 each 'shared' 4% def(all) the team would have 32% def! I took it to help me, and my team, really the tohit buff from Tactics is the 'best in class' power of leadership, Maneuvers topped up my Def and opened Tactics. When I team my priority is to use primary powers to control, keep speed boost up, use Fulcrum Shift/Siphon Power on as many teammates as I can, and use transfusion as often as possible (not always in that order, on a fast team its something like Use Fulcrum Shift as often as possible, make sure SB is always up, stand around and watch the team nuke things)

    As far as slotting goes the build I posted is a bit off. I whippped it up at work. I dont belive fully slotting transference with Performance Shifter is a very good idea, as I recall the 'chance for +end' will actually give the nasty endurance, not that it really matters. It would probably do just as well fully slotting stamina over Transference.

    I tried to avoid hasten, although I am thinking if I want to solo AVs I will probably need it, and maybe Indomitable Will up all the time. Getting there is a stretch, and likely left to those who can afford some very pricy sets. Not sure if the DPS is enough at the end of the day anyway. My regen debuff is only -50%, so far behind a /rad. Not sure if AVs are possible, I can do +4 EBs, so this build must be close.
  20. Quote:
    Originally Posted by Neutrino_Siphon View Post
    And Singy is not a decoy. He is god, ... He has all your powers ..
    A God?! But he doesnt have Propel or Wormhole!? Singularity is a highly resistant, hard to hit, repel using agro magnet. Singularity is a computer controlled ally, who has *4* powers (not all) and uses them at random, on almost random targets. This is not a smart ally, its a dumb decoy. Singularity's damage is nothing compared to mine, but then again I spam Crush, GD, and Transfusion.

    Considering my tactics of using range to my advantage Singularity does even less, as enemies must almost be in melee range for him to do anything at all, otherwise he sits there while I whittle the mob away, I rarely summon him. As I suggested before, staying at range from enemies is a good thing.

    Quote:
    Originally Posted by Neutrino_Siphon View Post
    And if you dont take Propel there goes your damage pretty much.
    In the 3.5 seconds it takes to use Propel I have applied both Crush and GD. I have used a hold and an immobilize, I have not done damage immediately, but I believe I have done more or very close to the same. Besides, you can miss with Propel, I can not miss with both attacks, streakbreaker sees to that. If Propel is so great then please demonstrate an attack chain using propel that trumps an attack chain using both Crush and GD, and can still retain the hold/immobilize.

    Someone called out for a build, so I posted one. They asked to not include Purple sets, I didn't. The cost of this build is, imo, rather reasonable (aside from the LotGs, Miracle and Numina's). I use a build very much like this and have great success.

    I guess I should probably include that this build is able to solo +4 content and EBs (no insp, no temps). The next step I am taking with this is soloing an AV (again without Inspirations or Temp powers). You can tell me "the problem is with the user", "You are missing the point", or "You are using Gravity wrong" but this is where I, and this build, are at. If you have an AV soloing Grav/Kin build then please post it.

    Quote:
    Originally Posted by New Dawn View Post
    Well I got something out of it MrSuzi so thanks.
    You are very welcome New Dawn! If you have a Grav/Kin you should try something like this and let me know how it works for you. Works fantastic for me!
  21. Quote:
    Originally Posted by _Uun_ View Post
    If all you're taking are the two immobilizes and the two holds, ... unless you're really sold on Singularity.
    Singularity is a decoy.

    Quote:
    Originally Posted by _Uun_ View Post
    It [Wormhole] is the signature power of the set
    For me its a toss up between Crush and Gravity Distortion. I like Crush because its fantastic, but really Gravity Distortion is the best power in the set.

    Quote:
    Originally Posted by _Uun_ View Post
    ... [Wormhole] certainly a better choice than Maneuvers, Tough or Weave.
    In this build Tough is a mule that holds +3% def(all) IO, Weave grants ~7% defense to all, and holds a +7.5% recharge IO. Maneuvers is 4% def(all) that I can share with my teammates. Besides Maneuvers holds 4 slotted LotG, and opens up a key power Tactics. Myself, I think 14% def(all) on all the time (4% shared), is better than a wormhole every so many seconds.

    Quote:
    Originally Posted by _Uun_ View Post
    If all you're taking are the two immobilizes and the two holds, ... How can you control stuff if you're skipping the control powers?
    Ummm ... Yeah I took 4 immobilize/hold. But they are also -run/-fly/-jumpheight/-jumpspeed powers. All of those powers will slow the enemy, and aside from Gravity Distortion Field all do damage. Great powers! I think those ARE the control powers?!?!

    I use Crushing Field, Crush, and Gravity Distortion (Field) to immobilize as many enemy as I can. I like to keep all the mobs on the ground and limited to ranged attacks. I suggested in my sample build a high ranged def as generally not *all* the enemies will be held as GD Field is not up all the time and GD can't hold an entire mob.

    This is controlling isn't it!??

    I don't think the addition of a radius 15 stun would change much. Besides, I have two /kin powers that buff damage, and Wormhole doesn't do any. Crush, Lift, Gravity Distortion, Crushing Field, and Gravity Distortion Field are the best powers in the gravity set (IMO).

    And as far as /kin buffing damage, of course it does! That is my 'buff' set. Most of those powers are intended for a team. They help me when I solo, because really, this is a controller AT, I dont think it is intended for damage. Unfortunately doing damage is how you win, so in this sample build (very much like my own) I slotted 2 damage sets, and have one 'real' attack (Mental Blast). I do the best damage I can without sacrificing holds, I tried slotting damage in the holds they simply did not work as well.

    Quote:
    Originally Posted by _Uun_ View Post
    nobody seriously considers a pairing with Gravity as a damage dealer
    Yeah this is (mostly) a concept build, I thought Gravitational Energy and Potential/Kinetic Energy were a good fit, so I made a Grav/Kin. I got what I got and made the best of it. If I wanted to make a damage dealer I would make a blaster, I made a controller because I wanted to control, not summon pool tables. From what I know of this game you have to take the enemy to zero health before they fade away to jail, and when I solo no one is going to do damage for me.

    I just posted a grav/kin build that I use to team and solo some very difficult challenges.

    Quote:
    Originally Posted by _Uun_ View Post
    If it was annoying or ineffective, the problem is the user, not the power.
    well well well
  22. Wormhole and Propel stink, thats why I skipped them. Propel is simply a very bad sniper attack. Hey! you did not mention Dimension Shift???

    Crush, Crushing Field, Gravity Distorition, Gravity Distortion Field, and Singularity are all solid Gravity powers. All fit the 'Gravity Concept' IMO.

    Propel is easily skippable, the activation time is unacceptable, I can fire off a Crush and GD in the same time Propel fires, I will do more damage and I will immob/hold enemy.
    Wormhole is kind of silly. Far too much clicking for not a heck of alot.
    Lift - Yes this is a good power, and too bad I could not fit it in. Crush is available all the time anyway.

    /Kin, to me is about doing damage, and quickly. Thus; no Dimension Shift (no damage), no Wormhole (no damage), and no Propel (not quick).

    I tried wormhole, and when I was out with another Grav controller who actually used it, I realized that was not a power for me (or anyone else). It is *very* annoying.

    I always get a kick out of people using Propel, makes me laugh when I see those pieces of garabge hitting an enemy which is long gone, and if you use gravity you know that 1/2 the time you are teamed that propel garbage hits already 'arrested' enemies. Why stand around for 3.5 seconds when you could use that time to apply a control power? I am a controller, I use control powers. Damage? I'll leave that for the SB'd blaster.

    Why roll Gravity? Gravity/Potential(/Kinetic) energy are closely related thus my concept.
  23. I am a big fan of a concept character!

    I don't think it can be argued that freezing rain is 'just that good', as it is. The real question is, are you willing to have a more difficult time with your character? What kind of options are available to you if you do not take this power?

    Out of curiosity, if the concept is 'fire only' are you planning on taking *any* powers from your secondary? Steamy Mist? Not exactly fitting into a fire concept, at least no more than freezing rain. And if freezing rain does not fit in, how does Hurricane, Thunder Clap, Tornado and Lightning Storm?

    Just trying to understand your concept.
  24. ok, how about this one?

    --- Removed build due to negative feedback ---

    I pretty much played this all the way through and had many compliments. Very fun to play.