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Quote:Oh, I think I understand.
So even though the specific enhancement affects accuracy and recharge, any Essence of Curare has to go into a hold power?
That wasn't very clear when I invented it
when dealing with invention enhancements, the common ones can be slotted in any power... commons are all the ones that have "invention" in the name... like Invention: Accuracy, Invention: Damage, etc.
Invention Set Enhancements go in specific types of powers, like melee damage, ranged damage, holds, healing etc... and most of them have the ability to enhance more than one aspect of a power, like accuracy/damage. some powers take more than one type of set due to secondary effects in those powers. for example, an Electric/Electric blasters Tier 1 blast "Charged Bolts" can take set IOs from the Ranged Damage category and the Endurance Modification category.
All powers and invention set recipes list what they can take... by moving the mouse over a power in your powers screen (where you go to slot enhancements) it will make a popup window telling you about the power.. this will list what types of sets it takes, see below:
So this power, Fire Sword, takes only sets that are marked as "Melee Damage". below is one of the recipes in my inventory... again, hovering the mouse over the recipes icon will show a popup that tells about that specific recipe:
So this recipe, Decimation: Dam/Rech, is only for powers that accept Ranged Damage set enhancements, and won't work in my Melee power, which only accepts Melee Damage sets.
A good way to get familiar with recipes that will work in your powers is to first look at the power you want to enhance and see what set types it will take (see image 1)... then go to the market and click on "Recipes" in the left side pane... this will open a list of all the set types... just go to the one for your power (like Ranged Damage for your blast powers) click it, and it will list the sets available under that category, see below:
Hopefully this will clear things up for you in the future
*EDIT: lol... serial was faster than me, haha -
Hi Matt! I have a couple of questions for you that hopefully you'll be able to answer..
Do you have plans in the pipeline for new systems in supergroups and bases? like the ability to promote/demote offline members, SG invites via email or any other means to invite an offline character... maybe a command like "/sginvite playername" where it will show up to that character the next time they log in? the latter would be similar to how the /gfriend command works now, I'm thinking.
Also, anything that may come along in the near future (read: within the next 6mo.-1yr) to help improve base systems, like a new/improved editor for example... or some enhancement to how we can place items, i.e. the ability to place a floating lamp in the middle of a room without "stacking", for example.
I'd also like to have the ability to seperate rooms in the base and have them linked with a sort of inner-base "portal" to transport between rooms, rather than running through a long hallway... and maybe have the ability to set rank permissions for said portal to specific areas, which could allow for things like setting up personal quarters for different ranks, and many other things. would something like this be possible in the current game engine?
Quote:Out of pure curiosity, why "The Television" as a nick name? Is there a contact in game that has this name that I may have missed?Quote:Villain contact in Grandville. (http://paragonwiki.com/wiki/Television) Has two of the best written arcs in the game.
This is really one of the reasons that people should play redside more... of course, there are many other reasons -
Quote:I've never run into this issue, and most likely no one else has either which is probably why you haven't gotten a response. did you possibly make these missions/enemy groups on the test server? if so then they will be in your game directory for test server, but will not show up on live or be in your live directory unless you copy them over from the test installation... short of that, this doesn't sound like something that anyone BUT support can help you with.As the title states I logged in after downloading the most recent patch the other day and all my characters made in the AE including allies, contacts and enemy groups have disappeared as well as all my non published Arcs, one which was 5 missions long and had a lot of effort into.
Now, in my City of Heroes directory they are all present under folders for Missions, Customvilliangroup and custom_critter. But not showing up in game, anyone know how to fix this? I have already contacted support twice to no avail...just the Gm message saying they have sent the issue up....
Thanks. -
Disappointing as it is that the path to Incarnates will no longer be released with GR, it's still something to look forward to soon(tm) once all the kinks are worked out.
I presume this also means that the GR expansion *possibly* won't be required in order to access the incarnate system when it does come out, so this delay could be a good thing for everyone instead of just a bad thing for some.
That said, the Incarnate system was one of the main selling points of GR for me, mostly because I want my 50s to do something other than collect dust... and they collect dust because they can't really do anything that I can't do from 1-49... from 1-49 I can get stronger, I feel as though I'm going somewhere...
Once you're 50 there's nowhere to go short of grinding the same stuff over & over to get IOs... (if you don't already have them by then)... which gets progressively easier as you go. I was looking forward to the Incarnate system in GR to start changing that... but, I concede to the point that it's not WAI yet.
At the very least I guess the delay will give me time to get my Electric Control Dominator to 50 (after GR comes out, of course) so he can become an incarnate too.
I can haz moar GR info nao? ... I think I need it after this announcement -
One simple way to get stuff you want and still make money is if you get a drop that you want on your character, don't craft it and slot it... craft it and sell it.
When it sells, you can use the money you made off the crafted sale to buy the recipe and salvage off the market (which is always cheaper than the crafted price, with exception to a few select items)... now you have the IO you want, slotted, and you made a bit of profit in the process while not costing you anything for the IO itself. Doing this alone throughout your levelling process will net you quite a good portion of free IO's while building your bank at the same time. That bank will later allow you to buy the recipes you want that can't be turned over this way.
In addition to this, when you have the bank to purchase other IO recipes for your build, you can do nearly the same thing... buy a recipe and craft/sell it for profit, use some of that profit to craft another one for use. This should work for at least 70% of IOs on the market. You could also buy two of the same recipe at once and just craft one for sale while slotting the other. personally I like to have money-in-hand before getting my 2nd.
This is, of course, probably the slowest method to getting yourself both reasonably wealthy and well-slotted if it's the only thing you're doing. But you can also do this throughout normal play without really taking any extra time, and in addition to any other marketing/farming/whatever you may be doing to build your inf bank.
Fury's guide that Stargeek posted above is also a great Example of how money can be made on the market. It's not a "copy this and you'll be rich"... but more of a "this is one way to make money with little time investment". Using the market properly is (IMO) the #1 fastest way to build inf. -
QR:
Does restarting the game make it go away completely until the next time you start the game up? next time you load MA? send a tell? does it ONLY happen when you're playing CoX?
having never experienced or heard of this type of bug in the game (and no one else is experiencing it to my knowledge), I'd first guess that it's being caused by something on your computer, either something like a stuck backspace key... or a virus/malware. Though somewhat hard to make an educated guess without more info. perhaps update anti-virus definitions and run a scan to see if it catches anything and then go from there. -
Quote:Having ally buffs that also apply a debuff to them will be bad news, see Mystic Fortune: The Fool and all the discussions about it in various threads. That's only a severely minor debuff accompanied by a rather decent buff and people hate it with a passion, I think integrating something like this further into the game would be likely to drive players away rather than keep them.Take Accelerated Metabolism, for instance.
What if we made the recharge and recovery more powerful, easily permanent, but at the price that something else is debuffed? Say a regen or resistance/defense debuff, so you can fight and fight and fight, faster with no endurance issues, but you do so at the risk of dieing quicker?
Any thoughts about this?
If anything, maybe you should play a /Pain Domination Corruptor, using some of the buffs/heals in that set also debuff YOU, but not your team. Alternately, some of the new content in the pipeline is supposed to be more difficult than anything we've seen yet, so maybe that will cure your boredom. -
Quote:I can't speak for everyone, but since you used Armageddon as an example of the 6th slot, I'll elaborate a little as to why I'll be slotting for the 5% toxic resistance in that set (and Hecatomb as well) in a planned build for my DB/Regen Stalker. I'm not one to put purple sets on every single character, and definately try my best not to 6-slot powers when un-necessary... but in the case of my /regen, I'll be slotting 2 full purple sets, Armageddon and Hecatomb, for the global recharge and toxic resistance bonuses in them. I plan to put as much global recharge (without completely breaking the bank) as I can possibly fit in so all my powers are up as often as possible... and since healing damage is almost the only mitigation that /regen has, I'll be building the small amounts of resistance it has to make it better. That being Smash/Lethal and Toxic resistance.I know what people are slotting because I ask them. Especially when I was new to IO's, since I want to know what others are doing and their logic behind it. Of course, it's their build and I'm not saying it's a stupid idea or anything. Just wondering if there was another reason behind it or if I'm missing out on something I didn't know of.
Toxic damage, while not the most common in the game, wreaks total havoc on a /regen... and makes appearances in some very common enemy groups, namely Snakes, Arachnos toxic tarantulas, Vahzilok, Devouring Earth Spores/Fungoids and Arachnoids. Being a villain, Snakes are prominent in the lower levels and Arachnos is prominent through all levels 1-50. Toxic Tarantulas begin showing up around the same time Snakes stop being a problem. Arachnoids and snakes are also prominent in a few high level arcs. /regen has a small bit of toxic damage resistance built-in with Resilience and Reconstruction, and toxic damage, IMO, is most lethal to a /regen toon.
In my Mids build as it stands now (i'm still tweaking a bit) Resilience gives me 11.3% resistance to toxic, and using Reconstruction adds another 23.6% for 60 seconds and recharges every 18... and I've built up another 20.5% toxic resistance through set bonuses for a total of 55.5% resistance to toxic damage. What that's going to do is help me survive when all my regeneration is floored at 0% and I only have heals and MoG to rely on. Enemies that don't deal toxic damage are easily survivable, but things get pretty rough when regeneration is on the floor and you can't do anything about it.
I surely could have gone for defense with set bonuses, but that isn't really something I wanted on this toon, and it doesn't make sense to me for this particular AT/powerset combo anyway. IMO resistance will work much better because I'll take less damage and be able to heal that damage back easier. with resistance I should be able to prevent myself from being 1-shotted and have the ability to recover from a near fatal blow in short order, whereas with defense I could likely get 1-shotted during a bad streak. Furthermore, I think having high defense on a regen toon pretty much negates the point of regen and slows your reaction time when you get into trouble. If I wanted to stand there and dodge every hit I would have rolled an SR toon or something. I don't like all my toons to play the same, and while I may build some with defense in mind, like my blapper... I don't want every single toon to be softcapped because I find that boring.
Getting toxic resistance built up was my secondary goal to +recharge, but I've also got 29% S/L, 12.5% F/C and 25% Psionic resistance between set bonuses, Tough and Resilience. Not HUGE numbers, but they serve their purpose nearly equal to a brute or scrappers shields when paired with the capabilities of /Regen, and I've still got all the defense I need from MoG and Shadow Meld, which can be used in the order of Shadow Meld>MoG>Shadow Meld for a good 40 seconds of softcapped defense if needed.
I'm not saying this is "the best" build, and some may not agree with my reasoning for building on resistance over defense set bonuses, but it's something that made sense to me and I wanted to try out. The alt is currently lvl 39 and I've only recently started collecting her IO sets to slot, but even the base build with common IOs is doing better than expected, So I'm pretty certain that once sets are in place it'll be much tougher... and then there's always the incarnate system to look forward to. -
Quote:ah, thanks for pointing that out on the physics, it didn't click for me when I watched the vid. I was actually thinking the blue one was an npc, mostly because of the gloves. Last I'd seen the devs said we wouldn't be getting resistance-style glowie armor, and that's what his gloves look like.I think the blue guy is a player and the red robot is an npc. If you look at 3:12 the red robot is laying there defeated in a death pose caused by ragdoll physics. A defeated player would have their legs together rather than spread and the left arm wouldn't have been thrust out like that. Maybe the red robot is an AE creation since it uses player costume pieces.
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I'm sorry but, was that a pvp battle taking place outside of a pvp zone at 3:02? or possibly a praetorian pvp zone/new arena map? or was it just an npc killing a player?
everything looks pretty awesome so far, can't wait to see it firsthand! -
All zones have level ranges where you can run into enemies a fair bit higher than your current level, but only in certain "neighborhoods" of each zone. Zone "Neighborhoods" are outlined by a color border that will show on your map... but you may not always be able to see the neighborhood borders before uncovering the "fog of war" on the map.
Depending on the zone, there can be a greater disparity in enemy levels depending on the border color, but here is a small breakdown of Atlas Park and it's neighborhood border colors as an example:
Argosy Industrial Park (Red Level 5-6)
Atlas Plaza (Green Level 1-2) <-- This is where the large Atlas statue is, and where you first start if you chose atlas park from the tutorial.
Downside (Red Level 5-6)
Hyperion Way (Orange Level 3-6)
The Promenade (Yellow Level 3-4)
Prometheus Park (Yellow Level 1-4)
Atlas isn't too bad, but as you travel into higher zones, the level range can be higher also. Hazard Zones, for example, can have a HUGE level range in comparison to regular zones.
One of the first zones you'll be introduced to from Atlas Park or Galaxy City (which are both "starting" zones) is a Hazard Zone called "The Hollows", your first contact will send you to talk to Lt. David Wincott (who will also give you missions) when you reach the appropriate level to enter the zone.
The Hollows is considered a "Hazard Zone" because you can come across enemies considerably higher in level than yourself. The Hollows is the ONLY hazard zone that has a hospital, a store and a trainer. The Hollows level range is 5-15 and its neighborhood border colors/levels are as follows:
Cherry Hills (Green - Level 5-7)
Eastgate Heights (Red - Level 13-15)
Eastgate Park (Orange - Level 10-12)
Four Seasons (Yellow - Level 8-10)
Grendel's Gulch (Red - Level 13-15)
Red River (Yellow - Level 8-10)
As you can see, travelling into the wrong neighborhood, without being careful, could be very dangerous... especially if you're on the low-end of the level range. Enemies aren't too difficult to avoid if you keep an eye out, but if you don't watch where you're going you could get into trouble! I highly suggest going to King's Row and getting your Raptor Pack around level 5-6 first (Decorum gave good instructions how to do this a few posts above) before doing the hollows missions, it will make travelling there (and in general) much more pleasant, and you should be around level 8 or so by the time you get the Raptor, which will also make things a bit easier on you travelling in the hollows.
Some Useful Tools
Paragon Wiki
Info for the neighborhood levels and border colors here was taken from the Paragon Wiki at : http://paragonwiki.com/wiki/Main_Page
Paragon Wiki is an invaluable resource to information on City of Heroes and City of Villains. Check the Table of Contents on the left navigation bar for a sectional listing of all the information available, and for fun, try typing the name of your first contact (or any contact) into the search and it will tell you everything about them, including their level range and who they'll introduce you to next, as well as a breakdown of the missions they give and more!
Vidiotmaps
Vidiotmaps will help you get familiar with the different zones and zone connections in the game, so you don't need to memorize things right away. They also have a downloadable map overlay that lists neighborhood enemy types and levels right on your in-game map, which is extremely useful for outdoor "hunt" missions where you need to beat a certain number of a specific enemy type on the world map (i.e. defeat 20 hellions, etc.).
here's a link to the vidiotmaps site: http://www.badge-hunter.com/index.php?/page/maps.php
Mids Hero Designer
Mids Hero Designer is a downloadable application that can help you plan the development of your character, get detailed power info for every powerset, and familiarize yourself with all the different types of enhancements, temporary powers and accolade powers available in the game.
visit http://www.cohplanner.com/ to download Mids Hero Designer!
Have fun and good luck! -
Well done Fury, and congrats to Ghoulslayer!
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aww, what the heck... one final bid for me on day 7: 1,078,000,000 (1.078 B)
It's been an entertaining thread Fury, thanks for putting it up! -
guess for day 6: 1,312,000,000 (1.312B)
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guess for day 5: 1,192,000,000 (1.192B)
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guess for day 4: 878,000,000 (878M)
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guess for day 3: 512,000,000 (512M)
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Quote:Bill, combining your opening and closing statements in that post makes for an excellent sig quote... I'm not one to use them normally, but I *may* make an exception for this oneTaunt is a tool, and anyone who judges a tank solely on if they have taunt or not is, like the power itself, a tool.
That said, all of my tanks don't have taunt... some do, some don't, and it really doesn't make a difference in performance. Tanks without taunt just need to move around a bit more. I use taunt most often when I'm fighting lots of ranged enemies, or if I just want to be lazy at the controls. It certainly has it's uses, but it's not necessary.
As far as stealing aggro from tanks, if the tank isn't doing it's job well, anyone can steal aggro. heck, I've stolen aggro from tanks that have taunt with my electric blaster & gravity troller, and even on my elec. melee stalker and earth dom in RWZ... but that says absolutely nothing about the tanks actual ability, or whether taunt itself is good or bad... that just says I was probably playing with a bad tank, or maybe even a good player that was having a bad day. -
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Quote:Aside from reasons others have stated that this is a bad idea, the biggest problem with this is that it would require anyone who doesn't want mystic fortune to buy the magic booster, just to have the ability to disable the buff. It also would do nothing to appease those who like the buff, but hate the prompt... so in effect, this would be a "pay to fix" for some while doing absolutely nothing for others, not a good thing in either scenario.This did cause me to think of another way of dealing with the prompt for Mystic Fortune, however. If you target yourself with Mystic Fortune you should get a "no buff" invocation of Mystic Fortune (it marks you as having the power cast on you for the full duration, but does nothing). Then the power should be changed to avoid prompting the player if the character already has a Mystic Fortune buff on them (including the self-invoked null buff).
This would allow you to prevent yourself from getting hit by unwanted invocations of the power, and stop all those annoying prompts completely, without having to make a hash of the options screen.
Super Booster v - Secondary Mutation: Subjective Feedback
Overall it seems to be a fun power to play around with. I didn't notice any large benefit during play while I knew the power was active, and when it lapsed I didn't even notice any kind of performance difference, or that it had lapsed in the first place, for that matter.
As a character progresses, I can see this becoming more of an "if I remember" kind of power, like "oh, it ran out... when did that happen? oh well, let's see what it does this time.."
It seems to fall in-line with the other booster powers in that, while it may help you some through the first 20-ish levels of play, It then becomes fairly obsolete as your characters powers develop and come to fruition. At most, pure soloers will see the greatest benefit from having Secondary Mutation, and even then that benefit will become trivial at some point, IMO.
I do really like that it's a self-buff/debuff, and hope that if there are temp powers added to any future booster packs that may come, this is the route they take. I really can't stress that enough...
If i'm going to pay for it, I prefer that I'll be able to use it for myself... IMO, that was the big mistake with Mystic Fortune, If it was a self-buff/debuff, that would have foregone all the problems and complaints currently going on about it, including requests for game options to auto-accept/decline it. Any chance you can change it to target-self instead of target-ally? -
Quote:I can't offer any input on Ninjas/Storm, but my Ninjas/Dark is pretty nasty... If my memory isn't failing, I think he's died less than 10 times total in his lifetime and is now level 29. Then again, /Dark can be awesome all by itselfHa, yes. Weirdly, I've seen variations: my Bots/Dark, Thugs/Poison, and currently Demons/Thermal are massive overperformers as usual (well, at least compared to my Blasters), but my Ninja/Storm has some of the most shameful performance I've ever seen on a non-Kheldian. I suspect it's the Ninja aspect, since every time I try to suggest it could be Storm, or perhaps a combination of Ninja and Storm, I get so many retorts to the contrary I am forced to retract my guess.
(I know why my Kheldians suck: it's because I don't team.)
Totally agree on khelds though, I've only gotten one past 20, and can't help but hope it'll get better as it matures in levels... I've seen them do pretty amazing things, but it just doesn't feel like it's going anywhere right now, and it's soooo slow when solo... worse than controllers before they get their pet(s) and that's saying something. -
Quote:That does nothing to explain why blazing aura can't have the same size radius as lightning field for blasters...
Great info though. Neat to look back through the fog of time and peer into the thought processes.
Fire Manipulation also has Hot Feet, Which has the same radius, AND does more damage than Lightning Field out the box... so you're wondering why /Fire doesn't have even MORE AoE potential than every other set?
Not that I'd be opposed to /Fire having two 20' radius damage toggles...
But it already tops the AoE list in blaster secondaries by having 3 PBAoE attacks and 2 PBAoE damage toggles. Even if one of those toggles has a paltry 8' radius... it still has far more than any other secondary offers, So might be a bit unbalanced if they extended the radius of Blazing Aura on top of that. -
ON TOPIC (and sorry for being a part of massively derailing the thread topic
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Powers that only affect teammates do it for me. like in force field and sonic resonance, etc... especially force field. I have so much trouble getting into them, and I come out of it being bored playing them. -
Sam, I apologize for offending you, It wasn't my intention to insult your intelligence or imply you're an idiot. I had a bad day yesterday and inadvertently took some of it out on you, so, I'm sorry.
Without multi-quoting through your entire response, I'll just try to answer the questions you put up as best I can... Mind you, I'm answering (and have been answering) your questions based on only MY personal playstyle and experience rather than on behalf of all blasters.
What build am I using? in most things I'll be referring to my Electric/Electric/Electric Blaster. I have others throughout the level ranges, but the E3 is currently my only level 50 blaster.
The damage aura in electric is the 3rd power pick, for fire they are 6th and 9th. In melee sets they are more or less all the 2nd power pick in the secondary.
Yes, you counted shocking grasp as an attack at one point, although you also said (as my interpretation was) that you don't take it.
I would agree with you that you don't have to stay in melee range in order to use all your powers, provided your attack chain doesn't consist of just melee powers, even damage auras have a decent range for the most part (discounting blazing aura). The attack chain on my E3 consists of all melee powers and 1 ranged TAoE, which I use in melee. I can also keep a fairly steady attack chain going with my T1/2/3 blasts if needed, though I'd be doing far less damage.
How do I define melee powers? Well, I agree powers with a 7ft range are melee, and I doubt anyone would say otherwise. But melee powers can also extend to 10ft, 15ft, and in extreme cases (like with Claws>Shockwave) 30ft... and still be considered melee powers. I personally consider any PBAoE's and damage auras as melee powers, along with all the standard punch/kick/slash attacks.
I agree, you don't NEED to use Ice Patch at the foot of your enemies. If I was using it, I would most likely use it in the way I described. That's not to say it's the Only way to use it. So no, I don't disagree with you.
I don't want to convert you to my way of thinking, I simply want you to acknowledge the fact that blasters can hang in melee for more than a few seconds, even on SOs. albeit not at any difficulty, but certainly at more than +0/x0. I'm also not disputing whether or not they can do it as well as scrappers, they can't, but they can do it none the less. I don't play every blaster in melee all the time, my psi/psi often hangs at range and goes in occasionally for things like Drain Psyche. My E3 on the other hand, spends virtually ALL his time in melee, unless there's a runner or I'm pulling.
I'd be happy to try and help you learn how to blap, PM me and let me know what server(s) you're on and hopefully I'll have something useful there. I moved my E3 to Victory (i think) during the free server transfer period, but I have some other blasters I've been attempting to set up for blapping, mainly a fire/electric, sonic/energy and a fire/energy at 12, 18 and 24, respectively... I haven't played them in a while (alt-a-holic by nature), but I'd be willing to dust them off, or even make a new one somewhere to try and help you out.
My "modus operandi" is basically just to have fun when I'm playing. If i need to use a power that makes stuff run away in order to survive and keep playing, then I'd rather do that than eat dirt. I don't really have a problem with dying or debt, but I really hate running back from the hospital
I don't spend all my time worrying about whether or not I'm in melee either, I just play, if I need to be in melee then I am, it's really not an active consideration most times for me, it just happens. Even on toons I'm raising as blappers, I'll sometimes go a number of missions going into melee maybe 40-50% of the time. My E3 is in melee nearly all the time, and thats just the way he plays because I don't have many ranged attacks on him, so I pretty much play him like a scrapper with a few blast powers. he was, of course, a bit different before I respecced and added IO sets on him, but still spent quite a good bit of time in melee, probably at least 55-75% of time, as opposed to 85-95% now.
I will admit that on brutes and other "built specifically for melee" AT's enemies running away can be annoying at times, but the reason it's annoying is that I don't have anything to blast them with, I HAVE to run to them, on a blaster I don't.
I classify Stun as a melee attack, but it's purpose isn't damage, it's mitigation. Also, no, I wouldn't slot it for damage.
I don't believe I said you only play a fire blaster, if I did, sorry, I must have been in a daze.
I don't talk about Ice patch because I don't really have any personal experience with it. I do have experience with Electric, Fire, Energy and Mental, even a bit of Devices. I made a /Ice blaster some time ago, but It's still sitting around level 6 on one of the servers because I got swept up with something else and never went back, yet.
I'm also quite certain I never said blaster control mods were the same, or even similar to controllers... only that they get powers in the secondary that originally belonged to controllers' primary.
In order for Burn to be effective with Hot Feet, you really need to slot HF with a good amount of slows. I can probably agree with you that it's certainly not the most effective use of it, and most people hate Burn anyway... I personally find it most useful in conjunction with knockdown. My SS/FA brute uses it constantly along with foot stomp, or with KO Blow on bosses and it works quite well. It also works pretty well with Rain/Hail of Bullets using lethal ammo.
YRMV but WoC tends to confuse minions quite often on my Psi/Psi blaster when I choose to sit in melee with her, so yes, I count it as mitigation. As far as the stun component goes in Psychic Shockwave, I'll withdraw the statement, for now, as I borrowed the information from my Dom and hadn't thought of whether or not Domination has any effect on its duration.
Saying you don't use mitigation was my interpretation of your statements regarding powers like Shocking Grasp and Hot Feet not being "worth it" and was mostly just an observational guess, apologies if I stated it as a fact.
What I said regarding your use of Fire Sword Circle was more of an "if you're doing it this way, you're probably not hitting anything" and wasn't my intention to say that you DO use it that way... In comparison, My wife actually used to use it at 30-40-50ft away until I told her she had to be close... She isn't stupid, but sometimes people don't have to be stupid to do stupid things.
By "survive perfectly fine in melee" I'm not suggesting that blasters have the same durability as scrappers or stalkers. I realize that most posts regarding "blappers" make it seem like they never die, or die very rarely. I believe it's possible, and may even be the case for some, but in my experience that extrapolation is false. in some cases you're going to die and die often, and in others you're going to survive well for long periods of time through many missions, and others still, survive just barely.
You can combine other inspirations in order to make break-frees, I usually keep at least 2 handy.
I never said "don't fight mez-heavy enemy groups"... I personally just don't like Malta and Carnie Illusionists in particular, those aren't the only two mezzing groups in the game, by far, and in fact, I don't really have a problem fighting carnies, for the most part I just really, really hate the Illusionists because their phase is super annoying to me. Malta have tons of KB, and I have to constantly keep running back into melee range. On the other hand, rikti and more-so Lost have plenty of mez, so do CoT and Banished Pantheon (as well as some heavy debuffs).
I see SOs as a waste of money (and time) since IOs were introduced, I hate needing to re-enhance every 3 levels. however I'd gladly go through the trouble of making a second build on my E3 using Common IOs, if you're willing to pay for them. Honestly though, there's no way I could guarantee I could do those missions at that difficulty on SOs or Commons. As I said, I was dual-boxing with my emp when I did them, and further, I never claimed a solo blaster on SOs could do them at that difficulty... but that doesn't mean I wouldn't be willing to try
Guesstimating, I'd say it would probably be more do-able at +0/x3 or +1/x2, which I believe is the equivalent of the old "rugged" difficulty, but could be mistaken. I spent the majority of my levelling career on the E3 at "rugged" difficulty, but I'm not exactly sure what that equates to with the new difficulty settings. Currently my common difficulty for most of my alts is +0/x3 no bosses, and I believe that generates slightly larger spawns than "rugged" used to.