Nemu_

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  1. Folonius wrote a pretty good guide but you missed a lot of the key points.

    You don't have enough global accuracy to ignore slotting ACC in some of your powers.

    You took powers that are completely useless for a farming build. There are way better choices to cram more recharge in and at the same time improve your effectiveness.

    You overslotted some powers and underslotted others. The slot distribution can use a major reworking.
  2. Nemu_

    PW's war journal

    Holding 100% aggro applies to maybe 1% of game content and doesn't constitute my idea of tanking. It's just taking the alpha for the other 99% of game content.

    Regardless of what tanking is, PW is doing more for that team than said tanker, who sounds like a dead weight. And I would imagine she's more stunned by the tank telling her what she's doing is not tanking when the tank could just step up and do it.
  3. Nemu_

    Bane Build Help

    This is my planned build, soft cap on all positions and keeps the soft cap when exemped at level 30. No travel power but the jet packs are easy enough to acquire. 70% recharge and 49.5% damage bonus with 2x assault running.


    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Kamu: Level 50 Natural Arachnos Soldier
    Primary Power Set: Bane Spider Soldier
    Secondary Power Set: Bane Spider Training
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Leadership
    Power Pool: Speed

    Villain Profile:
    Level 1: Bash -- RzDz-Acc/Rchg(A), RzDz-EndRdx/Stun(3), RzDz-Acc/EndRdx(3), RzDz-Stun/Rng(5), RzDz-Acc/Stun/Rchg(5), RzDz-Immob%(45)
    Level 1: Bane Spider Armor Upgrade -- Empty(A)
    Level 2: Combat Training: Defensive -- LkGmblr-Rchg+(A), Ksmt-ToHit+(7)
    Level 4: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
    Level 6: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(7), AdjTgt-EndRdx/Rchg(40), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-Rchg(48)
    Level 8: Heavy Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dam%(9), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(23), Achilles-ResDeb%(23)
    Level 10: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(13), RedFtn-Def(13), RedFtn-EndRdx(15)
    Level 12: Venom Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dam%(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21)
    Level 14: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Zephyr-ResKB(17), LkGmblr-Rchg+(48), Winter-ResSlow(50)
    Level 16: Swift -- HO:Micro(A)
    Level 18: Shatter -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45)
    Level 20: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(34)
    Level 22: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(25), P'Shift-Acc/Rchg(27), P'Shift-EndMod/Acc(50), P'Shift-End%(50)
    Level 24: Mental Training -- HO:Micro(A)
    Level 26: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(31), T'Death-Dam%(36)
    Level 28: Cloaking Device -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def(29)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def/EndRdx(36), RedFtn-Def/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
    Level 35: Placate -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Tactical Training: Leadership -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(48)
    Level 41: Surveillance -- ShldBrk-DefDeb(A), ShldBrk-Acc/DefDeb(42), ShldBrk-Acc/Rchg(42), ShldBrk-DefDeb/EndRdx/Rchg(42), ShldBrk-Acc/EndRdx/Rchg(43), ShldBrk-%Dam(43)
    Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45)
    Level 47: Tactical Training: Assault -- EndRdx-I(A)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
  4. Procs, they are not affected by rage crash so you can spam it during that time and pray some procs make their check. Same with boxing/kick if you decide to put slots into those (kick can take one more proc than boxing)

    My slotting for jab is:

    zinger Psi proc, mako acc/dam, mako acc/end/rech, mako proc, tod proc.
  5. I slotted AA with 4 procs:

    3 confuse procs including the purple
    1 slow dam proc

    the remaining slots go to the end/conf IOs from the purple and malaise set.

    Steamy mist provides confuse resistance, so at least for ice/storm I haven't run into any issues with Jack turning on me.

    I overloaded FR with damage procs too, I think I have 1 level 50 Recharge reduction in the power and the rest procs including the achellies heel.

    Another power you may consider slotting for procs is frostbite. You can fit 3 in there and spamming it in conjuction with FR and AA will get you pretty decent return on the speed of arrest.

    Going this route will mean you need extra recovery though. Numinas and perf shifter and miracle procs help tons here, but it's going to be more costly.
  6. Call to arms at 4 slots gives you +HP and + recharge. You'll need a 5th slot to round out the enhancement percentages though, because the enhancement values for that set at 4 slots is pretty low.
  7. Those 5 powers are more or less melee range attacks, and if you actually stand in melee to use them, you are going to get whacked, especially with the longer animating ones like powersink/inferno. Your ranged defense, in that scenario, isn't going to save you.

    Jousting is using momentum from your movement to carry you away from the target while still getting the attack off. So you end up going through the attack animation 20-50ft away from the target. You can do this with combat jumping +hurdle, simply jump next to an opponent and immediately jump away, and while you are jumping away click the attack button. Practice with your melee attacks first, then on to your PbAOEs, Power sink is more difficult to joust due to it's smaller radius.

    This is also a good way to kite, if you keep jumping close (but not close enough to get hit by melee attacks) to the enemy and then back away then the AI will keep switching between ranged/melee mode and that reduces their attack rate.

    I didn't build for ranged defense on my fire/elec. Too many tools in that build just scream for melee, so I wound up going the +rech + dam route. Jousting/temps/insps/hibernate do plenty for my safety.
  8. Try to get your sb cycle done during the wrap up phase of an engagement. That's when you are less busy and it's ok to let your teammates handle the few remaining mobs while you buff. ID doesn't need to be applied 24/7. There are times when it's nice to have it on your teammates but the duration is a bit short to realistically keep it on 7 teammates all the time.

    You are already doing the "click a teammate, buff, control/debuff/attack using the assist feature, move on to the next teammate" cycle so I don't need to tell you about that.

    You can buff on the move too, with a few siphon speeds on you, you should have no issues catching up to your teammates if they run ahead of you.

    Smoke is not something I would apply the moment it's recharged. I'd use it to blind groups that are too close together but that's about it.

    There are macros for buffing your teammates but I don't find it too troublesome to select them with my mouse on the team panel and press my sb bind key.
  9. I hope you know how to joust powersink, inferno, and your 3 melee attacks.

    The slotting on powersink as it stands won't give you much end off 1 foe.

    If you plan to solo AVs I would slot aid self more. Hover also helps.
  10. You'll get a more fulfilling CoH experience if you abandon the "mage" mentality when it comes to certain blasters.

    Not saying that you should wade into melee recklessly, from the get go anyway. The progression of your learning will be as follows:

    1) you'll learn how to pull, use line of sight to your advantage, what types of mobs mean the most threat to you, how to use movement to exploit AI stupidity, when to use inspirations, when to run, how to use the mitigation available to you to their fullest, and how to kick an enemy when he's down on his back.

    2) after you are comfortable with the above, then you can wade into melee with reckless abandon, and live, 75% of the time

    Regarding your build, it looks fine, I would try to fit in consume if you can. It's a nice post inferno end recovery power, just pop a catch a breath after inferno, and use consume on some foes and you'll get a decent chunk of endurance back.

    Don't underestimate ring of fire, immobilization can be huge against bosses, most of whom do more damage in melee than they do at range, but there are exceptions. And you can use ring of fire when you are mezzed. The power does decent damage if slotted for it and it can buy you some time to recover or run away.

    Regarding playstyle what you are describing is perfectly fine. If you want a more ranged approach start off with breath of fire since it does its damage in ticks, then follow up with fireball. This will allow breath of fire to get more it's ticks in. It's also not a bad idea to slot a range enhancement to extend the cone range of breath of fire so you can cover a larger area.
  11. Nemu_

    Electric/FM=FTM?

    You can joust pbaoes, which means that the long root time on combustion or SC or any other long animating power is only an issue if the user decides to fire it off right in the middle of a mob.
  12. The ranged def while significant isn't enough for teams. Large mobs will cut through that like it's not there, especially with the number of -def powers that mobs have available to them.

    I'd just build for recharge, recharge, and more recharge. The more extractions you can get out, and the sooner you can get your mires/eclipses/etc, the faster mobs die. If you need defense, chew on some purples to set up that first eclipse, then you are golden.

    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Xemu IO sets: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Leadership

    Hero Profile:
    Level 1: Ebon Eye -- HO:Nucle(A)
    Level 1: Absorption -- S'fstPrt-ResKB(A)
    Level 2: Gravimetric Snare -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(3), GravAnch-Immob/EndRdx(5), GravAnch-Hold%(5)
    Level 4: Gravity Shield -- S'fstPrt-ResKB(A)
    Level 6: Dark Nova -- GSFC-Build%(A)
    Level 8: Starless Step -- Acc-I(A)
    Level 10: Hasten -- RechRdx-I(A), RechRdx-I(29)
    Level 12: Sunless Mire -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(40)
    Level 14: Shadow Cloak -- LkGmblr-Rchg+(A)
    Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 18: Gravity Well -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(23), C'ngImp-Dmg/Rchg(25), C'ngImp-Acc/Dmg/Rchg(25), C'ngImp-Acc/Dmg/EndRdx(27)
    Level 20: Black Dwarf -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(27), TtmC'tng-ResDam(29)
    Level 22: Stygian Circle -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(31)
    Level 24: Super Speed -- Winter-ResSlow(A)
    Level 26: Unchain Essence -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Dmg/EndRdx(34)
    Level 28: Gravitic Emanation -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(34), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36)
    Level 30: Nebulous Form -- RechRdx-I(A)
    Level 32: Dark Extraction -- S'bndAl-Dmg/Rchg(A), S'bndAl-Acc/Dmg/Rchg(36), S'bndAl-Acc/Rchg(37), S'bndAl-Dmg(37), S'bndAl-Build%(37)
    Level 35: Quasar -- Oblit-Dmg(A), Oblit-%Dam(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
    Level 38: Eclipse -- Efficacy-Acc/Rchg(A), RechRdx-I(39), P'Shift-Acc/Rchg(40)
    Level 41: Stygian Return -- RechRdx-I(A)
    Level 44: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 47: Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Maneuvers -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Dark Sustenance
    Level 1: Shadow Step -- EndRdx-I(A)
    Level 10: Shadow Recall -- Range-I(A)
    ------------
    Level 6: Dark Nova Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/Rchg(23), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31), Decim-Build%(46)
    Level 6: Dark Nova Blast -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(7), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(13), Apoc-Dam%(15)
    Level 6: Dark Nova Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(17)
    Level 6: Dark Nova Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(17), FrcFbk-Rechg%(46)
    Level 20: Black Dwarf Strike -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(42), Hectmb-Acc/Rchg(42), Hectmb-Dmg/EndRdx(42), Hectmb-Dam%(43)
    Level 20: Black Dwarf Smite -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(43), C'ngImp-Dmg/Rchg(43), C'ngImp-Acc/Dmg/Rchg(45), C'ngImp-Acc/Dmg/EndRdx(45)
    Level 20: Black Dwarf Mire -- Armgdn-Dmg(A), Armgdn-Dam%(40), Armgdn-Acc/Dmg/Rchg(19), Armgdn-Acc/Rchg(45), Armgdn-Dmg/EndRdx(46)
    Level 20: Black Dwarf Drain -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(48), C'ngImp-Dmg/Rchg(48), C'ngImp-Acc/Dmg/Rchg(48), C'ngImp-Acc/Dmg/EndRdx(50)
    Level 20: Black Dwarf Step -- EndRdx-I(A)
    Level 20: Black Dwarf Antagonize -- Acc-I(A)
  13. You can slot Mesmerize and Levitate for damage, dominate is debatable, some people slot it for damage and some like to slot it as a hold, while other take the middle road and do a little of both with IO/HO mixing.

    Terrify can be slotted for damage, the fear lasts long enough without enhancing and the power itself can be made perma with enough recharge.

    But that's all there is to your damage output in your core powers, you can supplement them with pool powers (I don't really recommend it if you are building with IO sets, the pool attacks are pretty poor to waste slots on), or you can wait till the epics and pick up some more attacks. You are still not going to be that offensive juggernaut on teams but it's enough to solo on invincible with little problems.

    If you are going to invest in IOs then you can build towards soft caping defense, like my mind/ff, who has 50% smashing/lethal def, 46% ranged, and almost 45% psi defense.



    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Mujtamuun: Level 50 Magic Controller
    Primary Power Set: Mind Control
    Secondary Power Set: Force Field
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Mesmerize -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Hold%(13), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Acc/Dmg/EndRdx/Rchg(19), Dev'n-Dmg/Rchg(36)
    Level 1: Personal Force Field -- Krma-ResKB(A)
    Level 2: Dominate -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(3), Dev'n-Hold%(5), Dev'n-Dmg/EndRdx(11), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(17)
    Level 4: Deflection Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-Def/EndRdx/Rchg(17), RedFtn-EndRdx/Rchg(25), RedFtn-Def(34), RedFtn-EndRdx(42)
    Level 6: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(7), Mlais-Acc/EndRdx(7), Mlais-Dam%(37), Mlais-Conf/Rng(42)
    Level 8: Levitate -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(9), Apoc-Acc/Rchg(9), Apoc-Dmg/EndRdx(37), Apoc-Dam%(37), Apoc-Dmg/Rchg(50)
    Level 10: Insulation Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-Def/EndRdx/Rchg(15), RedFtn-Def(15), RedFtn-EndRdx(43), RedFtn-EndRdx/Rchg(48)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Hurdle -- Jump-I(A)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Dispersion Bubble -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(21), RedFtn-Def/EndRdx/Rchg(23), RedFtn-Def(23), RedFtn-EndRdx(43)
    Level 22: Stamina -- EndMod-I(A), P'Shift-EndMod(25), P'Shift-End%(27), P'Shift-EndMod/Acc(29)
    Level 24: Boxing -- Acc-I(A)
    Level 26: Terrify -- Ragnrk-Dmg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Dmg/EndRdx(42), Ragnrk-Acc/Rchg(50), Ragnrk-Dmg/Rchg(50)
    Level 28: Tough -- S'fstPrt-ResDam/Def+(A), HO:Ribo(29)
    Level 30: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx/Rchg(36), RedFtn-EndRdx(40)
    Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
    Level 35: Tactics -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(36), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-Build%(43)
    Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
    Level 41: Hurl Boulder -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(45), Dev'n-Acc/Dmg/Rchg(46), Dev'n-Acc/Dmg/EndRdx/Rchg(46), Dev'n-Hold%(46), Dev'n-Dmg/EndRdx(48)
    Level 44: Rock Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(45)
    Level 47: Earth's Embrace -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Assault -- EndRdx-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
  14. Char is underslotted for a non-farming build, if it is a farming build you could slot it with apoc for the 10% recharge

    That 6th Dr. Wounds gives you a pretty worthless bonus
    Same with the 5th slot with Pacing of the turtle
    Same thing with the 4th slot with Numina
    Same thing with the 4th slot with Perf Shifter
    Same thing with the 5th slot with Scir Dervish

    Level 32: Fire Imps

    * (A) HamiO:Cytoskeleton Exposure
    * (39) HamiO:Membrane Exposure
    * (39) HamiO:Lysosome Exposure



    Take an acc out of FS
    Steadfast is nice but not neccessary, you don't have enough def to make it's bonus significant.
  15. Tactics is way better than FA now. The only thing that FA has over tactics is to hit debuff resistance but that's more of an issue at lower-mid levels.

    If you are building towards soft-cap ditch the medicine pool, and I would never, ever, ever ever ever ever ever drop build up for whatever reason.

    If acquiring IO sets is not a possible solution for your scrapper's end issues, you might consider dipping into body mastery for conserve power, however.
  16. [ QUOTE ]
    [ QUOTE ]
    This is the real reason behind all the *I won't SB* sentiment.

    [/ QUOTE ]

    No. It's a reason why someone working a solo build wouldn't take it.

    [ QUOTE ]
    If Fulcrum was changed to a short interval, rapid recharging 200% damage buff for allies only I bet people will start coming up with excuses not to use that too.

    [/ QUOTE ]

    Oh grow up. If you want to tell another player how to play, go ahead and pay for his subscription fee. Until then, the very worst you can do is boot them from your team. However, this is likely doing the person a favor, as they don't have to put up with people insisting that they're "playing wrong".

    [/ QUOTE ]

    Frankly, I could care less about your solo build, it's irrelevant to the topic of teaming. Besides, I'm not even talking about people that choose not to take the power in the first place. I'm talking about people that have it but don't use it. Either way you have not proven my diagnosis wrong yet.

    I don't see how your second comment is relevant to my hypothesis at all. I'm simply saying it's the nature of a lot of people that play this game to only use powers that affect themselves in a team environment.

    I find it ridiculous that people will throw a fit make the claim that they are just as good or valuable on a team as another that manages to do more than they do. I'm not telling them how to play, they've made their choice. I'm just telling them to stop kidding themselves.
  17. My Fire/Elec is my most explosive character, ever.
  18. My ice/storm and my fire/kin are two of the most potent and fun on my roster.
  19. [ QUOTE ]
    SB is an ally buff (meaning the kin gets zero benefit from it).

    [/ QUOTE ]

    This is the real reason behind all the *I won't SB* sentiment.

    I see a lot people claim that they are using other kinetic powers to help the team in lieu of SB to justify why they can't be bothered to SB once in a while. If Fulcrum was changed to a short interval, rapid recharging 200% damage buff for allies only I bet people will start coming up with excuses not to use that too.
  20. [ QUOTE ]
    I do use SB occassionaly here and there during missions

    [/ QUOTE ]

    Well that's all you needed to say! I thought you were one of those types that have it but refuse to use it.

    You are a great person again.
  21. Totally missing the point and with another long irrelevant post. You somehow overlooked the "do everything else that a kineticist does" part in my comparison between other more capable kineticists and you.

    If this really irks you then why not try a pure debuffer? No one ever spams GLUE ARROW PLZ!
  22. Blah blah blah.

    You might be a great person in real life but,

    in game you are still a poor kineticist.
  23. To put it bluntly, yes.

    You have poor attitude on teaming and you just aren't that good when it comes to it. That kind of attitude doesn't fly in the real world, but this is a video game and it's not all that serious. But you still are a poor team player.

    If you can't/won't do one thing while other folks can and will in addition to doing what you do, then it doesn't take a rocket scientist to figure out they are playing at a higher level than you and that they are better than you.

    I don't see why you have fill pages upon pages of justification on why you choose to play at your level. That's the best you are willing to put forth, so be it. You are a poor kineticist when compared to other people more capable than you.
  24. You just can't play at the level that other people better than you at playing anything kinetics do, evidenced by the fact that some people can keep sb up and do eveything else you do on a team.

    I don't think any further justification is necessary, you just aren't that good.