Quantumizer

Apprentice
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  1. Cool. Thanks, team, for the quick help.
  2. If a mob has 0 dam res, then I debuff him (using, say, a sonic attack), does that debuff have any effect? Does he actually gain a negative resistance?

    I guess another way of asking that question is, "Is there a floor to a critter's damage resistance?"

    In the same vein, I've read that a mob's inherent resistance can't be debuffed. Does that mean he has to have some sort of superpower or other effect active in order to be debuffed? Again, asked a different way, does this mean the mob has a floor to damage resistance equal to his "innate" resistance?
  3. Thank you for the guide. One quibble:
    [ QUOTE ]
    Air Superiority is better than (Telekinetic Thrust) in every way

    [/ QUOTE ]
    I have a level 29 scrapper. He got Air Superiority at level 6. He loves it. It works superbly for him. It provides a small level of "soft" control without making him have to chase his targets all over tarnation.

    However, I think it's easy to overstate the soft control benefits of Air Superiority. For instance -- to draw an example from the early game -- it provides almost no control over Slammers or other foes with a long recharge. Because while they're on the ground, their power is still recharging, and when they stand up, they can execute it immediately. It's a slightly different story against bosses, EB's, and AV's, who have more attacks they'd be executing during that time. And it's fabulous against slow-moving foes like Banished Pantheon Totems, who can't get up faster than AS recharges. But generally, I find that AS provides a moderate source of damage, a path to Flight, a situationally dependent amount of damage mitigation, and a really satisfying graphic of bad guys flying up into the air.

    The major difference between Telekinetic Thrust and AS is knockback. KB can be a pain in the posterior for a scrapper or tanker, but for my BLASTER, that's EXACTLY what I want. I not only want that bad guy on his back (which AS provides), I want him to spend time flying backward, and more time taking the bus back to get me. I've found that with the right timing, I can generally keep one bad guy away all the time (assuming TT always hits), because TT can fire off at 7ft before the villain gets inside the usual melee range of 5ft, and so he is constantly flying back, without getting in a single shot. AND the animation is still pretty darn cool.

    So, I'd hesitate to say that AS is superior in every way to TT. It depends on what you want, and for a blaster who is interested in range, I think TT is superior, because it helps keep that proximity buffer that mitigates the rough handling that comes from having too many ill-intentioned hooligans all up in your business.