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Posts
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Joined
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Get Freezing Rain as soon as you can. It's a superb power. But its a Rain power so be aware as soon as you cast it the enemies are going to try scarpering out of it. Not au fait with Electrical Defender set but if you have an immobilise available a one-two with it is great.
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I found casting Snow Storm (slotted with a few slows) kept the great majority of bad guys escaping the rain. Alternatively, pushing them into a corner with Hurricane works well (make sure to slot it with ToHit Debuffs). The only real problem I found with FR was with Inv Tanks/Scrappers who liked the bad guys grouped on them for the Def and ToHit bonuses they get. -
As a level 45 blaster I find it almost entirely useless. I can't remember the last time I left my health at less than half before using an inspiration as we generally die pretty quick at that level.
As a defender I think it's great. Free endurance for me and I get to help the blaster towards their debt badges too! -
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im having soul drain for some time now, currently 2 slotted (+acc +tohit), but im still unsure if ill keep it. just doesnt convince me. with soul drain activated ill do a series of 26dmg with shadow maul, instead of the usual 24dmg (8x 2points difference = 16 points of extra damage) [tested at level 3x]. i dont really need the extra acc, since i usually dont have problems fighting +3s/+4s, so i dont know if i should keep soul drain?
im still a brute newbie, any tips or help appreciated.
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You get both a damage and tohit buff for how many enemies are in range when you use soul drain. Gather a few up around you before using it and you should notice more of a difference.
I'll leave the other question to someone else as I've never used Midnight Grasp. -
I try not to buff people for several reasons:
1. If they are taking damage then I'm sorted for endurance which is the most important thing.
2. How will I get the healing badges if heroes are keeping their armour toggles up?
Lots. How will they ever get the 'being held' badges with all the status protection. They will thank me for it in time.
Bye now, I have to go and take my medication. -
If it lets you sleep any easier, the scrapper set seems to have been changed so that sounds now fade. Maybe the Brute set will be changed soon too.
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The meet is 10pm I have no clue where the hell the contact is so someone enlighten me, and we can meet there.
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He's just the other side of the portal in the RCS. -
Blaze is quite short range (as /kinetics that shouldnt be a problem) and the damage is very nice. Enjoy it
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Well since you asked....
As a Ill/FF controller I find most of my secondary useless. I have had all the powers at some point but currently just have PFF and the 3 core bubbles. The rest aren't worth bothering with for PvE. -
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Do powers from outside of your primary like Brawl, Air Supremacy, flurry etc. do criticals as well or not?
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iirc Brawl doesn't but the rest of the pool attacks should. I can't confirm as my scrappers only have boxing which I don't use (hate the redraw).
There was a thread on the US forums, which one of the devs answered, that discussed the critical on Jump Kick. -
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As far as I know this is quite fast TF. The visit location missions are just that, you go to a place in the shards and click a plaque.
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You do have to watch out for the ambushes which can be quite interesting on an 8 man team -
A few comments, mainly on slotting:
Firstly, do you think you can wait until 24 for stamina? Running DN and SF while attacking will soon run you out of Endurance. The end recovery on the attacks is not great and doesnt seem to make much of a difference to me.
Tar patch is great but you will want it up as much as possible so I usually slot 3 Recharge. Add slows to taste.
Darkest Night may need and end reduction or 2 as might Shadow Fall. Also, the defense on Shadow Fall is tiny, slotting for resists generally gives better bang for your buck.
I'm not sure Howling Twilight needs so many recharges unless you are expecting a lot of your team to die.
Do you really need 3 accuracy enhancements in all your attacks. 2 SOs will allow you to hit +3s quite well.
I wouldn't bother slotting CB and LB for end drain. IIRC they only drain 5 end per attack so you won't be getting much benefit.
The hold and immob enhancements in fluffy won't actually be used most of the time as he cycles his attacks. ToHit Debuffs might be more useful.
The above is just my opinion, ymmv. -
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Whats the point in Aid Self when your /Regen?
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Especially as it's interruptable. I'd recommend getting IH at 28 just to use if you ever get in over your head, you don't nessessarily have to slot it as it's pretty good out of the box.
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With 1 or 2 Recharges, 1 or 2 Interrupts and 3 heals it makes a nice compliment to Dull Pain and Reconstruction when they aren't available. I don't use it myself but there are those that do and like it.
Personally I agree that getting IH earlier is a good idea. -
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Will I be ok without having instant healing while lvling 28-50
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Probably ecept for AV fights in the 40-50 levels when IH and MoG become really quite useful for staying alive. I solo on invincible and only need IH for the occasional troublesome boss or when carnies/malta sap me.
Some other random thoughts:
How are you finding End usage? You might be able to get by without stamina.
Some people have been going with the medicine pool rather than the fighting pool and slotting up Aid Self. It does, however, mean yet another click power. -
I tend not to use it in teams as it's usually not needed. Solo, I try and push nasty stuff (bosses, mezzers) into corners and keep them knocked down.
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Yes, it provides stealth in PvP. Any +perceprion power will see right through it though.
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At level 50 my spines/regen is able to run Integration, FA, tough, assault, tactics and quills for quite a while before end becomes an issue and I need to use conserve power - I generally only need it in AV fights or againts Carnies/Malta. It is, however, primarily a PvE build.
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All 3 of my defenders can solo just fine (Rad/Sonic 33, Dark/Dark 50, Kin/Psy 50). Of the 3 I would say the Rad/Sonic is the best soloer. The -res from EF and the attacks means stuff dies vey quickly indeed. I think Dark/Sonic would be quite good too.
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repulsion field has it? Huuuummm, that makes it much more appealing than Force Bubble...
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It has a 10% chance per tick.
Here's a list with % chance to drop toggles:
# Blaster: Devices: Time Bomb (100% chance of dropping one toggle, 75% chance of dropping a second toggle, 50% chance of dropping a third toggle, and 25% chance of dropping a fourth toggle)
# Blaster: Devices: Trip Mine (75% chance of dropping one toggle, 37% chance of dropping a second toggle)
# Blaster: Electrical Manipulation: Charged Brawl (100% chance of dropping one toggle, 20% chance of dropping a second toggle)
# Blaster: Electrical Manipulation: Havok Punch (100% chance of dropping one toggle, 75% chance of dropping a second toggle 50% chance of dropping a third toggle)
# Blaster: Energy Manipulation: Bone Smasher (100% chance of dropping one toggle, 75% chance of dropping a second toggle 50% chance of dropping a third toggle)
# Blaster: Energy Manipulation: Energy Punch (100% chance of dropping one toggle, 20% chance of dropping a second toggle)
# Blaster: Fire Manipulation: Fire Sword (100% chance of dropping one toggle, 20% chance of dropping a second toggle)
# Blaster: Fire Manipulation: Fire Sword Circle (75% chance of dropping one toggle, 38% chance of dropping a second toggle 19% chance of dropping a third toggle)
# Blaster: Ice Manipulation: Frozen Fists (100% chance of dropping one toggle, 20% chance of dropping a second toggle)
# Blaster: Ice Manipulation: Ice Sword (100% chance of dropping one toggle, 40% chance of dropping a second toggle 15% chance of dropping a third toggle,
# Force Field: Force Bolt (33% chance of dropping one toggle)
# Force Field: Repulsion Bomb (100% chance of dropping one toggle, 75% chance of dropping a second toggle)
# Force Field: Repulsion Field (10% chance of dropping one toggle, 5% chance of dropping a second toggle)
# Kinetics: Repel (5% chance of dropping one toggle)
# Peacebringer: White Dwarf Strike (50% chance of dropping one toggle, 5% chance of dropping a second toggle)
# Storm Summoning: Lightning Storm (50% chance of dropping one toggle, 25% chance of dropping a second toggle 10% chance of dropping a third toggle, 5% chance of dropping a fourth toggle)
# Storm Summoning: Thunder Clap (100% chance of dropping one toggle, 75% chance of dropping a second toggle 25% chance of dropping a third toggle)
# Warshade: Black Dwarf Strike (50% chance of dropping one toggle, 5% chance of dropping a second toggle) -
Just wanted to bump this in case anyone is interested. We are looking to start at 7:30 pm now.
If you are interested, PM Wyx or myself. Cheers. -
Like others have posted, I would try and work both into your build. Both are very good debuffs.
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Yup most probably an electrical aura. Combined with Charged Armour from the auxiliary pools, you get a really nice effect.
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It was good teaming with both of you and I hope you enjoyed the TF.
ohms aka Burning Beard aka.... about a million alts -
Fear powers are bugged atm. Hopefully we will get a fix soon.
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It does have one small side effect, it stops the drift that you get with fly. Apart from that, one trick pony.