New Dawn

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  1. My huntsman has no Bane or Crab pool picks at all. She is just Soldier/Training and Gadgets. I'd say that, that is being a bit more of a pure huntsman. I'd of never said that Huntsman had to have some Bane qualities.
  2. I got a Ninja/TA and a Thugs/TA. I normally forget I have 2 /TA MMs I think but yeah either I am a sucker for punishment, concept or both! Actually it not so bad at all.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Ah, you're correct, it looks like the Defiance duration for all of the interruptable powers in Devices are wrong. Interruptable powers (like Snipes) are supposed to have a duration of 7.5seconds + cast time - interruptable time which would mean that the bonus lasts for 7.5secodns after you finish animating the power (as is true for all other Blaster powers). However Trip Mine, Time Bomb and Gun Drone were apparently all given durations equal to interrupt time + 7.5 seconds.
    Screw the figures, fun, in game matters to me. You say that the defiance durations of the interruptable powers within devices are wrong, to me they're right and more practical the way they are ingame.
  4. Quote:
    Originally Posted by Rigel_Kent View Post
    Kinetic on the team and I'm not allowed to get into the Fulcrum Shift zone because I'm the bubbler?

    Does the kinetic's right to not be a healbot outweigh my right to not be a buffbot?

    "If" your in a position where you could die then perhaps through unfortunate circumstances you will. Your choice. You can not always tell other people how to play. Sometimes its better to adapt play. Trying to get everyone to adapt to how you want them to play is going to be like getting blood from a stone. Bubbling is like 20 times easier than being a heal bot, there is just a real lack of excuses for not bubbling. Transfusion isn't autohit and there can be delay in getting a good target.

    I've seen pics of some players and there are some that are disabled and some might be kids. It's hard not to bite when ones expectations aren't there infact if you get moody maybe it's best to just get off the game.
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    No it doesn't, it lasts cast time + 7.5 seconds, same as every other Blaster power (actually the interruptable Devices powers seem to last interrupt time + 7.5secodns instead):
    http://tomax.cohtitan.com/data/power...gets.Time_Bomb
    What I said and what you think I said I am guessing are two different things. Oh hang on a sec. I didn't go by redtomax I went by ingame. The +damage on defiance dropped immediately after or when timebomb went off.

    Edit: Yep just tested, as soon as it exploded my damage bonus was gone. Screw the websites.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    Verdict: Good solo, terrible on teams, takes too long to set up.
    Thats basically it. Old news aye. Solo I just took out 5 Fake Nems +2 to me and a squad of more nems that were +2 with them without dying, which is nice. I made that blaster to play differently to all my others anyway.
  7. I think it depends on what your upto really, it could be /ice, it could be /nrg, /men or even /dev
  8. Quote:
    Originally Posted by Fulmens View Post
    The situations where you may be willing to invest the time- let's say some idiot named Fulmens set up a +3/x3 mission full of Malta- are not the situations where the added firepower of a Time Bomb solves the problem. (a Trip Mine, MAYBE, is worth doing. Two Trip Mines? Too slow.)
    Some bosses who can comfortably control a blaster in no time can take over 6 trip mines worth of damage. I like to out them with perhaps 4 trips and a timebomb and a shot or have those bosses try and control my drone instead of me. Depends on the map really.

    The damage bonus from Timebomb lasts until the moment it goes off so I find that you can pull with a nice shot..and maybe the enemies will get to it in time. I wouldn't use it unless I needed a lower actual fight duration though.

    I do +2 x6 players atm cos Vanguard are pigs.
  9. I took your build Fitzsimmons and had a go at losing excess defense for extra rechg and come up with this. It's in the hopes that this earns me the right to know who is that guy in your avatar. He's likeable.

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  10. I don't always fancy my AR/Devs chances, sometimes I set up tripmines to knockout one hell of a hard kill and in between the last 2 trip mines a timebomb gets dropped too. Then I am not really losing any time as I have the rechg of the last Trip to wait for anyway. I just got to get that target to the trap in time.

    A big trap of say 20 - 22 trips and a timebomb is a lot of damage. It may take out a group that would take you x amount of time to kill should you be able to survive. My primaries AoEs have pretty longish cast times which means I could be planted for a bit and so low on agility. If x amount of time to kill that group without trips and timebomb is more than the amount of time to set up the trap and kill that group then its better/quicker to set the trap. Trick is in predicting what will happen correctly.

    I don't bother with the power as my Traps but I do with my Ar/Dev on occasion.
  11. I would advise on grouping powers more together. I usually don't like gaps between boxing, tough and weave or swift, health and stamina. The fitness pool can come well late and from being late allow you to find slots for all the other powers easier. Haymaker or a KO Blow would be before Rage as otherwise your buffing bleep attacks. I think you could leave Punch well later and go boxing jab haymaker KO but if you don't exemp it don't matter.
  12. Quote:
    Originally Posted by toadliquor View Post
    So the side I pick is, if you want to play a defender up front that's cool with me, I have a couple of defenders like that too. (kin/ele, traps/ele, dark/dark) When I get knocked down, I can either play more cautiously or I can get knocked down multiple times in one mission then blame others for not healing me.
    Well if Psylenz was in melee despite taking too much AoE that's down to Psylenz. If I was a Cold Sonic I would be flagged as the ranged half of the group as a) most my powers doesn't require melee and b) to not be a burden as a low survivability person in a most dangerous position.

    I ain't judging no one as I wasn't there but these type of threads have got to stop.
  13. No matter what setting you are on you should have a rough idea of the least amount of trip mines or tripmines + timebomb req'd to take out a few minions to the entire group. Sometimes I stack timebomb and trip mine together, sometimes I pull to tripmines and to a timebomb.

    In teams I have used it only a few times, an instance where a Icetank was tanking +4 or +5 Malta for one and he wanted a low fight duration on himself, he pulled 17 of them out and they all got one laggy nukefest.
  14. New Dawn

    World Cup 2010

    Quote:
    Originally Posted by EU_Damz View Post
    I really hope none of the players use that as an excuse. Their entire overall WC was nowhere near as good as it should have been. If they had put any effort in to their group games, they would have faced Ghana instead of Germany.

    Few more days and they'll all jet off to some sunny private island to "get over the humiliation" that they now feel . . . . . .

    Sorry but i have zero sympathy for them. Thinking they were world beaters when out of 4 world cup matches they only beat slov 1 - 0
    Being level at 2-2 with Germany as it would of been if it counted might of made some difference. Infact I think it would of, but Germany would of probably won 3-2 in that case.
  15. New Dawn

    World Cup 2010

    I don't think that the disallowed goal helped Englands game at all. In their minds they probably were pretty upset and off their game. I shall be hoping Germany wins it now.
  16. Farming with a pillow case is not fast. I don't have a WP/SS and have to go bed real quick so did this in about 10-20 mins so it'll need checking but I figured anything with 45% S/L would do with high enough in the less seen damage types sufficing. It's been rushed but it's basically there as a guide atleast to get your damage up whilst keeping your survivability up. You did say pricey wasn't a problem but this might be I don't know. Anyway with farming it's inevitable to get recipes that makes you rich.

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  17. Quote:
    Originally Posted by Psylenz View Post
    Fault? like the gravity/empathy controller that recast/tp'd Singularity in the middle of the melee group around the tank, exploding the AoE of doom? That was the one I referred to as tool empath. Fault? like the tank that would try to grab multiple spawns on a 7 man team and taunt them to himself in numbers beyond the aggro cap?
    Now a messy team ontop of that Kin does paint a clearer picture, in which case I wouldn't be all on the Kins back as he/she probably has it bad too. Transfusion is nice but unreliable, as a Kin, which is probably my worst I do see people create problems that are hard to fix. You can't transfuse on people all over the place and sometimes you know that you have a priority list as if one certain person goes down then the rest might. Can't play other peoples toons nor make their builds for them.
  18. I don't always. I'd say weave is often the better power. Tough just helps with taking more S/L damage normally when people are playing outside of design as far as I am concerned.
  19. New Dawn

    Non-resistible!

    Quote:
    Originally Posted by Silverado View Post
    I believe the KB/KU powers from both Numina and Sister Psyche are unresistable, as I've seen them play volleyball with Granite Brutes even with Rooted on
    Sister Psyches Levitate probably has a lot to do with it.
  20. Quote:
    Originally Posted by Psylenz View Post
    [Team] Me: youre a pompous ***
    I think Psylenz lost it here anyway along with needing another defender in the team. If there was no other defender in the team then what then? Psylenz would still have to support the team and survive. I think there is some misdirection as to who is as fault. A number of people could be at fault.
  21. Heals are not a necessity. They are just good when doing things in a way that requires them which is basically almost never the only way.

    If as a Cold defender there was no Kin, there would be no transfusion to get in melee for. I would stay ranged to be outside of the majority of effects. If in doing so I was still getting hit then I would be looking at the difference between what aggro control there could be compared to what aggro control there is.

    I don't think the Kin has much to be sorry for. Transfusion isn't autohit, they could of tried and it could of missed. Then there could be targets that die or be moved just before the Kin is able to use it. Selecting the most survivable target takes time that a Kin may not be able to afford. Transfusion is not something that is reliable and as my Kin I am not in melee for long at all so that I don't need it personally. Why a Cold would need to be in melee is still questionable. I wouldn't want a defender that needed another defender for anything just as I wouldn't want a Tanker that needed another Tanker for anything.
  22. I am not getting why Psylenz had to be in melee range at all.
  23. I'll start on Tactics, nice thought for others but with most others they take care of their own accuracy. Res to Confuse, Fear and +Per is nice for them to have but I'd say that the need for it isn't as great as the need for something else. Your own build has res to fear, confuse and +per so tactics on you in that sense is not that viable. Build Up with good rechg will not only shorten fight durations but help in times of need when you have targets that are hard to hit. Tactics is actually something a Fire/Fire would benefit from more than a WP/Fire and teams arent crying out for them to have tactics. I'd of wanted 2 slots in that power anyway as the end cost is taxing on end rec. You can run ldrships in teams benefitting the team but find that the buffs aren't reciprocated back, at times you might of needed to be slightly more survivable and the team might of preferred you were that.

    In taunt you are well over ED for taunt duration. You could use that 5th slot for the benefit of less rechg or greater range or give yourself a slot to go elsewhere. The chance to disorient, I probably like others feel like its a waste, gimmicky if anything but on powers that already a chance to disorient perhaps ok as you just increase it.

    In the builder check all your powers for where the percentage values are in the red. If they're in the red then you have gone way overboard and are potentially throwing too many slots in a power that you could of used elsewhere. Heightened Defenses 82.88% pre ED only gets naffed down to 59.43%. In taking out the extra def you go down to 54% but that's actually just a loss of .7% def in real terms which is nothing.

    The -tohit in RttC is small if you wanted more slots elsewhere that extra debuff isn't that important.
  24. I do play both a Fire/Fire tanker and a Fire/Fire Scrapper. As each one of them goes within their AT they're both nice to play. With both but with perhaps less so of an issue for the scrapper the KB hole is something to get rid off, but its a problem that is shared with Dark but I'd say that as a hole it is worse for a Dark.
  25. In four posts Bacon is infamous around these parts.

    So much for our so called great community. Welcome to the forums Bacon or atleast the defender section.