Oedipus_Tex

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  1. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Cold.

    I remember when it was only available for Corrs, they were rare to see compared to other sets. Now I see Colds everywhere.

    I personally think Cold is extremely overhyped. Not because its a bad set, but because the hype is so hype-y. I'll probably be drummed off the boards for that opinion, but there it is. My main is even a Mind/Cold, so I have plenty of experience with the set. It is very good, but not quite the hax many people seem to believe. It is very good at dealing with the 10% of the game that is fighting AVs after level 40 or so, thats for sure, but when you actually play the set in normal content the -special is just ok and a Dominator could have brought an identical version of Sleet coupled with a character with fantastic AoE potential. Cold is still a very good set, but actually playing it day to day I find it not nearly as good as its reputation. Although partly this is due to the fact that inherent Stamina and the invention of Cardiacs mean that my Cold character is no longer special in being able to skip the Fitness pool and still run whatever toggles he wanted.

    P.S. Cold may be the dead worst support set to exemp below 30 with.
  2. To be honest I wouldn't be surprised to see at least some of that in late game raids. I didn't see it specifically in the BAF.
  3. This is a really difficult question to answer for a few reasons. One of the biggest is that we're in a state of transition. With new end game content around the corner and new powers and abilities coming out seemingly every few months, builds that were previously unthinkable have been becoming more mainstream.

    One thing you should know is that Controllers are a "corner turning" class. What you see at level 20 is often completely different from what you end up with at 50. Most other classes don't work like this. Controllers have many delayed abilities--mainly pets and attacks.

    In the past I've summed up the Controller primaries into 3 rough groups: Elemental Damage, Elemental Debuff, and Psionic Ambush. These categories aren't hard and fast but they more or less explain what you can expect out of each set.

    Elemental Damage (Fire, Plant, Gravity*) - Sets with above average damage, but no debuff to speak of. Typically lean very heavily on one very powerful AoE opening ability to mezz enemies at the start of the fight. Can be vulnerable when enemies are immune to mezzes of the specific type they deal. Among the most popular farming sets, especially when paired with a damage boosting secondary.

    Elemental Debuff (Ice, Earth, Electric, Gravity*) - Sets with very low damage, but extreme debuffs. In the case of Ice and Electric, the debuff can be considered a second form of control, whereas for Gravity and Earth it is more superfluous. Very difficult/slow to solo prior to receiving a pet. Knockdown as a form of control is a common theme across these sets, useful because it ignores boss level protection. Despite being relatively low damage early on, all of these sets can solo at moderate speed during the late game, though probably not exceeding the damage sets at AoE or Illusion at single target.

    (Note that Electric's Synaptic Overload ability causes it to straddle the line into Psi Ambush territory. Gravity is designed to trade control for some extra damage, but ends up not being very successful at it because of extremely long cast times on its signature attack, and its secondary effect (-Speed) is often cancelled by its own immobilization abilities.)

    Psionic Ambush (Mind, Illusion, Electric*) - Two sets that are simultaneously very alike and yet almost completely different. What they share in common is the ability to set up a fight to their advantage before even initiating combat. Key features are aggro-less mezzes and/or pets that draw aggro away from you, allowing you to keep yourself out of danger. Both of these sets trade away immobilization for a very, VERY powerful single target Confusion ability. However, both sets sometimes have issues establishing Containment for the double damage.


    Another way to look at each set is to examine what they typically lack.

    Fire: confusion, flexibility
    Plant: soft control, flexibility
    Ice: damage, reliable hard control
    Earth: damage, confusion
    Electric: damage
    Gravity: confusion, reliable hard control
    Mind: pets, reliable AoE containment
    Illusion: reliable AoE control, reliable AoE containment

    Of final note, keep in mind that Ice, Fire, and Electric all feature very powerful aura abilities that rely on you being in close range and avoiding attacks and mezzes. The way these abilities play out differ for each set, but all 3 have a certain suicidal/crazy vibe to them that some people find thrilling and others find draining. I personally love these sets for their "kamikaze" feel but you may feel differently. The best way to find out is to try them all!
  4. I wonder if Time Bomb wouldn't be better received if it worked like Oil Slick Arrow and blew up on taking damage from the player. Then you could just shoot it to trigger it from wherever.

    Alternative 2: It would also be hilarious to me if it just had a really strong taunt aura with a 40 ft radius and enemies would "hear" it after you've placed it nearby. They get draw to it, and on taking a swing... BAM. Might need to give it ranged and AoE defense to prevent them from just offing with ranged attacks.
  5. I should say that, for Rikti raids, if I get out there and don't see at least 2 or 3 big bubbles of some kind, I start debating whether it's worth sticking around. Traps probably makes out the best there because it can't be slept-toggled (I don't think). But any of the 3 big bubble sets is critical to me here. Just about every epic wipe I've been witness to occurred in conjunction with inadequate mezz shields.

    If the respec trial was hard, Force Field would be my number one there, just because they can soft cap the generator. ;D But wow is Force Bubble ever the power with the biggest gap between how awesomely overpowered its Tier 9 sounds versus what it turns out to do for you. It's not hard to imagine a game where Force Bubble would be incredible, but in the context of this one it fails to deliver.
  6. Quote:
    Originally Posted by Spiritchaser View Post
    It's been a while since I played him but "spiritchaser" was actually an Ice rad, and when IOs made def capping possible, I don't remember having too much problem getting capped ranged def and (if you count the debuff) melee as well, even while still running those toggles, plus with the mez shield from the psi epic, I don't recall much of anything mezzing him.

    Now in fairness, he is an IO'd build. If the discussion is intended to adress SOs only then I conceed the point.

    Actually I must still have some good IO's in there... I should pull those out... I could desparately use the resources...
    [EDIT: Removed a statement that was snarkier than intended, not aimed at person I'm quoting. My apologies.]

    I'd have to see the build. IMO fast recharge in IW is more important than the capped Ranged defense. I'm not saying it's not possible, but I have never seen an Ice/Rad Controller build that had both together prior to Cardiacs. I wasn't even sure I'd be able to pull it off because my previous builds for the character had all been pure-Recharge. The character is using 2.87 end/sec WITH Cardiacs, so I'm not sure what other people could have done. Especially before Stamina was inherent. If they had those builds, they were holding out on those of us on the troller boards.

    I'm not big on talking about builds without providing up specific examples, so here is the current 'cheaper' version of the build that does not use the expensive PVP +defense IO. Buying that would close my 1% defense "hole" and let me slot slightly more efficiently. There are some personal decisions in the build (like which powers to slot for damage and whether to keep EM Pulse over invisibility via Super Speed) that other people would have to weigh for themselves. Also note the six slotted purples in AA, which I would never ever ever do without Cardiacs. There is also a sub-version which changes slotting in Choking Cloud to grant more end reduction but loses the bonuses.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Radio Iceotope REAL: Level 50 Magic Controller
    Primary Power Set: Ice Control
    Secondary Power Set: Radiation Emission
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Psionic Mastery

    Hero Profile:
    Level 1: Block of Ice -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-EndRdx/Rchg/Hold:30(3), BasGaze-Acc/Hold:30(5), BasGaze-Rchg/Hold:30(11)
    Level 1: Radiant Aura -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(3), Numna-Heal/Rchg:50(15), Numna-Heal/EndRdx/Rchg:50(25), Numna-Heal:50(37), Numna-Regen/Rcvry+:50(46)
    Level 2: Radiation Infection -- DarkWD-ToHitDeb:50(A), DarkWD-Rchg/EndRdx:50(36), DarkWD-ToHitDeb/EndRdx:50(39), DarkWD-ToHitdeb/Rchg/EndRdx:50(50)
    Level 4: Accelerate Metabolism -- P'Shift-EndMod/Rchg:50(A), Efficacy-EndMod/Rchg:50(5)
    Level 6: Arctic Air -- CoPers-Conf%:50(A), CoPers-Conf/EndRdx:50(7), CoPers-Acc/Rchg:50(7), CoPers-Conf/Rchg:50(9), CoPers-Acc/Conf/Rchg:50(9), CoPers-Conf:50(13)
    Level 8: Frostbite -- GravAnch-Immob/Rchg:50(A), GravAnch-Acc/Immob/Rchg:50(11), GravAnch-Acc/Rchg:50(13), GravAnch-Immob/EndRdx:50(15), GravAnch-Hold%:50(17)
    Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17)
    Level 12: Ice Slick -- Range-I:50(A)
    Level 14: Chilblain -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/Rchg:50(19), Thundr-Dmg/EndRdx/Rchg:50(19), Thundr-Dmg/EndRdx:50(21), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Acc/Dmg/Rchg:50(23)
    Level 16: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(25), Stpfy-Acc/EndRdx:50(31), Stpfy-Stun/Rng:50(34), Stpfy-Acc/Stun/Rchg:50(39), Stpfy-KB%:50(39)
    Level 18: Enervating Field -- EndRdx-I:50(A)
    Level 20: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(23)
    Level 22: Lingering Radiation -- TmpRdns-Acc/Slow:50(A)
    Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A)
    Level 26: Glacier -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(27), Lock-%Hold:50(27), Lock-Rchg/Hold:50(36), Lock-Acc/EndRdx/Rchg/Hold:50(36), Lock-EndRdx/Rchg/Hold:50(37)
    Level 28: Choking Cloud -- UbrkCons-Hold/Rchg:50(A), UbrkCons-Acc/Hold/Rchg:50(29), UbrkCons-Acc/Rchg:50(29), UbrkCons-EndRdx/Hold:50(31), UbrkCons-Dam%:50(31), Lock-%Hold:50(34)
    Level 30: Tough -- S'fstPrt-ResDam/Def+:30(A)
    Level 32: Jack Frost -- ExRmnt-Dmg/EndRdx:50(A), ExRmnt-Acc/Dmg:50(33), ExRmnt-Acc/Rchg:50(33), ExRmnt-Acc/Dmg/Rchg:50(33), ExRmnt-+Res(Pets):50(34), ExRmnt-EndRdx/Dmg/Rchg:50(40)
    Level 35: Weave -- LkGmblr-Rchg+:50(A), RedFtn-Def/Rchg:50(40), RedFtn-EndRdx:50(40), RedFtn-Def/EndRdx/Rchg:50(43), RedFtn-EndRdx/Rchg:50(43), RedFtn-Def/EndRdx:50(43)
    Level 38: Super Speed -- Zephyr-Travel/EndRdx:50(A)
    Level 41: Indomitable Will -- RechRdx-I:50(A), RechRdx-I:50(42), RechRdx-I:50(42), LkGmblr-Rchg+:50(42)
    Level 44: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/EndRdx:50(45), Thundr-Dmg/EndRdx/Rchg:50(45), Thundr-Dmg/EndRdx:50(45), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/Rchg:50(46)
    Level 47: Psionic Tornado -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(48), Ragnrk-Acc/Rchg:50(48), FrcFbk-Rechg%:50(48), Ragnrk-Dmg/EndRdx:50(50), Ragnrk-Dmg:50(50)
    Level 49: Mind Over Body -- TtmC'tng-ResDam/EndRdx:50(A)
    Level 0: Portal Jockey
    Level 0: The Atlas Medallion
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth:50(A)
    Level 2: Rest -- Empty(A)
    Level 1: Containment
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+:40(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(37)



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  7. During my first 6 months I used to skip Hasten on my trollers. More mortifyingly, I used to defend this strategy on the boards because Hasten was "situational."
  8. It depends. I mostly play support sets so my opinion may be warped. Pretty much any time I'm on a team there's at least one buffer/debuffer (me).

    Leveling up prior to 45, Force Field. Least favorite before 45 is Traps by a large margin.

    After 50, Radiation. I wouldn't call it my "least favorite" but Force Field does falter in this range, at least as a teaming set (it's still ok as a personal source of Super Reflexes on ATs that don't get Traps).

    Kinetics and Dark are good all along. Cold can be very good at high levels when lots of AVs are around but suuuucks prior to getting Sleet... and now that Dominators can get Sleet and everyone can get Cardiacs I find I'm less impressed by my Cold Controller, at least.

    Sonic and Trick Arrow I'm not a big fan of mechanically. But players with these sets are rarely power gamers, usually somewhat more experienced, and often pretty patient. So I kind of like having them around for their attitudes. The polar opposite of Kinetics and Traps, unfortunately.

    Storm Summoning is a gamble. It's either okay or makes me want to throw things. Storm MasterMinds being the worst for me, since chaos on top of hindered visibility make my interest in the game plummet.
  9. Someone else will have to provide the details on whether it hits the caster only or everyone in the area, and whether it rolls per target or once for everyone, but toggles tick once every 10 seconds.
  10. Quote:
    Originally Posted by Kotchie View Post
    I guess they either didn't remember me or thought I wouldn't remember them (they were on diffrent toons, but the star system is global ). So were are speeding along, and get to the last room (btw this played out almost the same for each one) We get to the last AV, be it the last sliver of Reischmans health or one of the four (There was one of each scenario) I promptly stopped, sent a tell stating "Now you can go clear for shards, remember me?" and /kicked them from the team. No reward for them!!!

    I'm sorry but I don't consider this funny, or ethical, at all.


    Quote:
    I know, I know, complete D-Bag move to /kick, global ignore, and 1 star on the basis of one teaming...but hey, thats how it goes...mess with the bull, get the horns.
    Please provide your global to us as a public service. I do not use the star system, but I want to make very sure that I never end up on a team with you. I do not want to be treated that way, nor do I want fellow teammates, even the ones I don't particularly like, to be subjected to griefing.

    You owe those players an apology. Period.
  11. Quote:
    Originally Posted by mauk2 View Post
    I swear Oedipus, you have the funniest/best toon names.

    'Joan of Arkansas' KILLS me, and 'Sigmund Droid'?! Where do you get this stuff!

    Thank you, that means a lot. It's off topic but I'll write a little about this. We may want to start a thread elsewhere.

    I am OCD about names. I cannot play a character with a name and costume I don't like. There are power combos I've never played because I can't think of a name or concept for them. And I suffered to 50 on a Scrapper just because I like the Joan character. Of course, sharing them is always a little hazardous. The name "Lawn of the Dead" vanished from Freedom about 2 days after I made my banner. But if people enjoy them, I won't stop them.

    In terms of technique, I have brute force methods for generating lists. I used to work for my college yearbook as the "photo caption guy." What I do is start with a list of words associated with a concept. For Ice characters, it might be Cold, Freeze, Arctic, Polar. I also include things that might be associated with ice: Alaska, skiing, Siberia, refrigerators, etc. At other times I start with lists of historic figures, seasons, places, events, etc.

    Anyway, I start with rhymes for these words. I mentally replace the first letter of each word with a new letter, and see if the pronunciation could lead to a new word or part of a phrase. You can use online tools to assist you, but I find that being able to do it mentally away from the computer when you are just bored sitting around somewhere often produces the best results, because trying to "force" concepts can end up giving you writer's block.

    Example:

    Cold:

    Aold
    Bold
    Dold (Doled)
    Eold
    Fold
    Gold
    Hold

    Then I do free association. The Cold Standard. Cold Yeller. Cold Father William.For phrases that actually contain the native word, I do a reversal. Gold Blooded Snake. Gold Front. And I also try to think about near-matches. Cold Miner's Daughter. And sometimes just the word itself plays into an existing phrase in an unexpected way: Cold Reader.

    The most important thing though is that when you generate lists, you write down the possibilities. Keep a list. I write possible names in my cell phone when I'm not at my computer, for example. You also have to have the courage to write a lot stupid names before you find the one you're looking for. Create volumes; sift for the one you like.
  12. Agree with /ice or /sonic depending.

    Ice has the especially broken property of gifting you a Blaster level nuke that on dual Emps is crashless, damage boosted, and recharges much faster.
  13. Quote:
    Originally Posted by Ammon View Post
    That doesn't deny, or dismiss that those who play the game like statisticians, timing the XP/hour, rushing from mission to mission to mission won't benefit from higher xp/hour from Confuse. They will. If that floats their boats then good for them.

    You've got your factions confused. The only people who should care about losing XP to Confusion are folks who play in exactly the OCD manner you describe.

    Maybe we can start a thread about Fulcrum Shift causing Blasters to overaggro next.
  14. For teams, generally I find the best break point for XP to happen at about +2. Solo, it depends on the character. Most of my Controllers are forced to solo at -1, especially before level 45 or so, because they don't have enough damage.

    The x number is even harder to guess at. It really depends on the character and your powers. My Ice/Rad troller can handle large groups, but they are impractical. My Mind/Cold troller, though, is much better off versus large groups because it makes more sense to use long recharge powers like Mass Confusion on a bunch of enemies at once. And my Elec/Force Field troller does best against about 8 to 10 enemies at a time, because that many enemies fuel his endurance recovery. You will have to experiment to see what works. IMO the major factor is finding a threshold where you can safely handle two groups of the size you select, because you will occasionally aggro multiples at once. Especially on a character with pets.
  15. Quote:
    Originally Posted by Adelie View Post
    How can you call Ice/Rad "average at best control" with a straight face? Arctic Air + Choking Cloud, and stand in the middle of them, keeping them still with aoe imob... and I do believe it is the very best control I have every experienced in the game. Add an ice slick isntead of that imob and its even better. Or use Ice slick to lock down a 2nd mob. Add TP Foe and nothing escapes. Nuclear Zamboni is definitely one of my most powerful controllers - even comparable to my earth controllers.

    Because this game is up the second you get mezzed or something shoots you from outside your PBAoEs. And the endurance costs of all of those toggles meant you couldn't get any meaningful defense despite having to play squishy-tank. Hence why dramatic reductions in endurance cost totally turned the character around.
  16. I posted this recently in another forum, but of the Control sets I think Ice Control has benefited the most from alpha slotting. I've always had a soft spot for it despite it getting screwed from every which direction; there is something perverse about a set that needs to melee a lot to mezz things but has no hard controls and expends too much endurance to actually take the armors that make survival possible. The set could still probably use a look--it feels far too dependent on the Psi APP to prevent mezz detoggling. But it has gotten a lot better.
  17. Quote:
    Originally Posted by Test_Rat View Post
    Ooh 35% defense!

    Yeah my trapper with level shift and 60% defense was being hit at 95% chance by minions in the BAF preview.

    Defense may be meaningless again soon.

    I'm not sure if you're being sarcastic or serious. But yeah an Ice Controller with 35% defense (or the 45% I'm working toward) is quite a different thing than a Trapper. I don't expect to be a god of raiders but this character certainly gained a lot more ground than my others, largely due to overcoming endurance burdens holding Ice Control back from taking many toggles.
  18. So for a good while I've had an Ice/Radiation Controller (code name: "Radio Iceotope"). I have a strange affection for Ice Control because, while not all that powerful, it is so unlike any power set/spell caster class I've seen in a game. My Ice/Rad has plodded through most of his life as an "average-at-best" Controller, unable to solo in any capacity until after level 45, and for all that damage he gave up, hardly the best of Controllers either.

    Ice Control, I think most of us know, is a melee heavy set that requires taking a lot of chances to survive. Paradoxically, it also has a relatively fragile pet and uses too much endurance to really slot armors. Or so it used to be before Cardiacs...

    With the magic of incarnate sauce, I have stumbled across a build that gives me capped Ranged defense and enough recharge to gain perma mezz protection. This build would have been unthinkable six months ago. But this is the dawn of a new age!

    I'm not going to go into a whole lot of detail about what happens when a character has perma mezz protection, capped ranged defense, 2 PBAoE holds, Arctic Air, Choking Cloud, Ice Slick, a self heal, enough -Recharge to floor a group of +4 enemies, and the indecency to wear underroos into mortal combat. While I still can't kill anything quickly... this is a totally different character. My other characters have changed somewhat, but this one completely transformed.

    EDIT: Best part. The build ISN'T DONE. I'm riding at 35% defense until I bother to work up the cash for the final sets.
  19. I haven't tried Elec/Cold but I did try Elec/Storm when Elec Control was being tested. I only spent about an hour on that character but it was my least favorite pairing. The scatter mixed with the incredibly over-eager imps resulted in me having an aggro radius that rivals Force Bubble. It could have been better on teams but I didn't try it.

    One thing about Static Field is that it is really, really, insanely good... as long as you don't put a patch on it. Local Man mentioned this already, but I wanted to add the "really, really, insanely" part.

    For me personally, I paired Electric with Force Field. While Force Field probably isn't the best secondary for Electric, Elec is one of the better ones for Force Field. In part because neither set requires tons of recharge, but can still easily grab a bunch to make the set 'comfortable.' Good base defenses and mezz protection aren't so bad to have on a melee presence character either.
  20. Quote:
    Originally Posted by Dispari View Post
    Your attack chain can't recharge faster than "no gaps in the first place."

    Unless it squeezes a low performing power out of the chain in favor of looping a better one or lets you comfortably drop an extra attack power you would otherwise have to take and slot.
  21. Quote:
    Originally Posted by Soul_Stormer View Post
    min/maxers have been drooling over fire blast for defenders since proliferation started.

    maybe change the DoT extra for fire and turn it in to minor ticks of damage that also include an additional debuff, like -regen for being burned. fire blast for defenders should not be made to do more damage than other defender blast sets, regardless if the same set for blasters or corruptors do.

    Given that Archery has no special debuffs and Fire Control exists for that "other" supposedly low-ish damage AT, I think Fire Blast will be ported as is.
  22. Just an idea.

    [EDIT: Yes, I missed the Suggestions forum. Oops. ;/]
  23. Stone Cages can be used for setting up Containment. I agree they are overused though. However, even on my Ice characters I use the AoE immobs sometimes. The -knockback wears off after 12 seconds, so enemies can be both rooted and flopping. The cages can also be a decent power to spam if you have them procced out. Especially Electric and Gravity, which can make use of both the Chance for Knockdown and Chance for Hold procs to turn the power into a lockdown cluster.
  24. Oedipus_Tex

    Solo Khan?

    I'm positive its possible but Reichsman takes forever to kill. Now with incarnates running around though its somewhat more doable. Still seems like it would be incredibly tedious.
  25. Quote:
    Originally Posted by Thirty-Seven View Post
    WOW! Thank you ever so much for what looks to be a great source of information and a very good direction for me to move toward. I shall have to scrounge a bit, but a good deal of that looks do-able.

    No problem. One other small piece of advice. Never run around with lots of excess cash while you are still doing your building. Instead hang on to no more than about 50 million in "comfortable cash." Invest the rest into orders for recipes you need. It doesn't matter if the amount you bid is unrealistic; you lose nothing by placing bids. If you get lucky, you could log in the next day and have what you need. Naturally, you should only ever bid what you are actually willing to pay, but you're never at a loss by bidding less.