Scirion

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  1. Scirion

    Favorites

    Quote:
    Originally Posted by JayboH View Post
    1. Looking back, considering everything, which was your favorite archetype in the game?

    2. In possible contrast, when it comes to your favorite character, what kind was it? List AT and the two main sets.

    3. What AT did you evolve to enjoy over the years that you disliked initially?


    1) Tanks, no question. I only play on Virtue, and at the moment, I *think* I have at least 4 at 50, plus another 3 or so "in the works" which sadly, will never be finished. (For the record, the ones I can think of are Shield/DM {50}, Stone/DM {50, and the best Tanker EVAR}, Ice/Elm {50}, Shield/BA {50}, Dark/IM, Fire/IM... And I've deleted more than I can remember for various reasons.) The other 29 characters on Virtue all get played exactly like I play my Tanks. >.>

    2) I have far too many "favorites" to come up with just one, so... We'll have to go with a Top 5, in order of most preferred, I guess.

    #1 - Earth/Elec Dominator: My only regrets with this character are not waiting a couple days (literally) and rolling it Earth/Dark instead, and (alternatively) not rolling it way sooner. Permanent Volcanic Gasses is so terribly overpowered, I cannot describe it. This is my all-time favorite character, despite being one of my more recent 50's.

    #2 - Rad/Fire Blaster: In theory, I could solo the LGTF minus the AV's and Hami by virtue of pure AoE DPS alone, without using inspirations, and more than likely, not dying ever. Those who have played Rad/Fire Blasters know that of which I speak.

    #3 - The above mentioned Stone/DM Tank: This character is the most survivable thing I have ever seen in-game, with the exception of Psi damage (I didn't even bother patching that hole, or... Any of them except run speed). I hate to admit it, but the only reason I rolled it was because my Shield/DM Tank wasn't "good enough" (by my somewhat skewed standards) to do an MoSTF. (The acceptable standard being +4/x8, mind you)

    #4 - Ice/ElM Tank: Honestly, too many people underestimate Ice Armor... Especially when combined with the added mitigation from the combination of ElM (Lightning Clap) and Mu Mastery (Electrifying Fences). As far as I know, EF is the only AoE Immob available to Tankers that also gives the targets KB protection, thus negating the only downside of Lightning Clap, turning it into an effective mitigation tool.

    #5 - Umm.. I honestly can't really pick another one. I love too many of my characters, all for different reasons. So... I'll just randomly throw the "HOW far away was that guy, again?!" Elec/Energy Blaster out there. Nuking mobs from around 400 feet away never got old... Neither did sniping enemies you can't even see.


    3) Hmm... None, really. I didn't really play the AT's I disliked. Because I disliked them (I'm looking at you, 'trollers, V/HEAT's)... The only 'troller I really enjoyed playing at all was... Oddly enough, a Troll. No, I don't mean the fantasy sort of troll. I mean the Internet Troll. Gravity/DAff can troll entire teams with ease. 3 spawns up ahead? No worries, you can just Wormhole 2 of them together, drop Black Hole on the third, and Dimension Shift on the two you just Wormhole'd.

    In all seriousness though (regarding question 3)... I'd have to say it's a tie between Blasters, Defenders, and possibly Scrapper/Stalkers... Yes, I know. That's 4 AT's. I didn't really like Blasters until I discovered Rad/Fire and got it to 50 and IO's... Then I started the second Blaster (Elec/Energy above). I still don't like the other Blasters I've tried. lol
    Defenders, I tried and tried, until I discovered Kinetics/Dark Blast and did the same. I still enjoy playing that character once in a while, as well.

    The first Scrapper I really enjoyed (after many many attempts to compare them to Tanks) was MA/Dark Armor, which I still enjoy to this day, despite not really liking Dark Armor. Stalkers.... Well, overall, I still don't really like them, except for Dual Blades/Ice. And that's mostly because I love Ice Armor to death.


    Well, crap... I was just starting to get used to the thought of not having CoH to play anymore... *sigh*
  2. I haven't touched a SOE product since MxO got shut down (of course, it helps that their other products kind of suck)... Planetside 2 was tempting me when I saw the beta announcement, but I held back. I think I can manage to do the same to NCSoft (and Nexon, just for good measure). *shrug*
  3. Seriously, when are Scrappers/Stalkers getting Ice Melee? Not that I'm biased because I want to see a revamp for the set so my /Ice Melee Tank doesn't suck, but... I wouldn't mind rolling Ice on something designed to do better damage, either. >.>
  4. Quote:
    Originally Posted by MikeRobe View Post
    Used to be, but is no longer the case... take a look at the scrapper thread, you'll see most of them are with incarnate powers now.
    Read the Scrapper thread again. Lore pets are *not* typically included. Other iPowers, yes. But not Lore pets.
  5. Another vote for Grav/Dark. Mine is in the 30's now, and it's a blast solo or teamed. (As long as I remember not to troll the team *too* bad with double Phase capability plus Wormhole... LOL)
  6. Grabbed one (roughly halfway through the second NA post), first try. I think that means some are still available.

    Thanks devs!
  7. I don't really pay attention to the visuals, but I can confirm the proc (both Achilles and FotG) work correctly (effect-wise) on my Bane.
  8. Not sure if it's what you mean, but... Hybrid needs to be toggled on to get the effects other than the passive (Damage bonus, in your case). While it's toggled on, icons will appear in your buff bar to let you know it's stacking.
  9. Scirion

    Earth/Dark/Ice

    This is more or less what I would do if I were in your position. I might would make a few minor changes if I were actually spending the inf on it. You'll notice we build way differently. >.>

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Dominator
    Primary Power Set: Earth Control
    Secondary Power Set: Dark Assault
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Ice Mastery

    Hero Profile:
    Level 1: Fossilize -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(3), SAotDominator-EndRdx/Rchg(9), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(17), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(17), SAotDominator-Rchg/+Dmg%(21)
    Level 1: Dark Blast -- Empty(A)
    Level 2: Smite -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(3), S'ngH'mkr-Dmg/Rchg(9), S'ngH'mkr-Dmg/EndRdx/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23)
    Level 4: Stone Cages -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(11), GravAnch-Immob/EndRdx(25), GravAnch-Hold%(25), Posi-Dam%(31)
    Level 6: Gloom -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(7), Decim-Dmg/Rchg(7), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27), Dev'n-Acc/Dmg/EndRdx/Rchg(31)
    Level 8: Quicksand -- Empty(A)
    Level 10: Boxing -- Empty(A)
    Level 12: Stalagmites -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(31), Amaze-EndRdx/Stun(33), Posi-Dam%(33)
    Level 14: Tough -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(15), TtmC'tng-ResDam/EndRdx/Rchg(15)
    Level 16: Gather Shadows -- RechRdx-I(A)
    Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def/EndRdx/Rchg(19)
    Level 20: Engulfing Darkness -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(40)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Volcanic Gasses -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(29), UbrkCons-Acc/Rchg(34), UbrkCons-EndRdx/Hold(34), UbrkCons-Dam%(34), Lock-%Hold(36)
    Level 28: Life Drain -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(36), Decim-Acc/Dmg/Rchg(37), Heal-I(37)
    Level 30: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(39)
    Level 32: Animate Stone -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(40), BldM'dt-Acc/Dmg/EndRdx(50)
    Level 35: Sleet -- Achilles-ResDeb%(A), AirB'st-Dmg/Rchg(42), Det'tn-Dmg/Rchg(45)
    Level 38: Midnight Grasp -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(43), Hectmb-Acc/Rchg(43), Hectmb-Dmg/EndRdx(43), Hectmb-Dam%(45), Mako-Acc/EndRdx/Rchg(45)
    Level 41: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(46), S'fstPrt-ResDam/Def+(46)
    Level 44: Ice Storm -- AirB'st-Dmg/Rchg(A), Det'tn-Dmg/Rchg(46), Posi-Dmg/Rchg(48), JavVoll-Dam/End/Rech(48)
    Level 47: Hibernate -- Heal-I(A)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(11), Mrcl-Rcvry+(42)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-End%(42)
    ------------



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    Actually, that's not entirely true. If I were actually building it, I would have skipped Smite in place of keeping Salt Crystals, 5-slotted the purple set, and put Crushing Impact's in MG, which would put you at 0.1s short of perma-Hasten. Which, if you pick an Alpha with a Recharge component... (We'll say Agility Partial Core, for the sake of this post), puts you at 0.74s short of permanent Volcanic Gasses.

    I love Earth Control.
  10. Speaking from a "maximum uptime" standpoint... How many Achilles Heel procs are too many? The current build I'm looking at could theoretically fit in 5: 3 in AoE's, 2 in ST attacks. If I'm strictly looking to keep the proc up on as many targets as possible, as much as possible... Would it be worth it? Or is it just a waste of slots (and inf) to go that far? Should I just have one each in a spammable AoE and ST?

    On the same subject... Does anyone know how the proc works in pseudopet powers, Oil Slick Arrow specifically?

    I appreciate any facts/opinions/thoughts on the matter, thanks!
  11. Wow, harsh reply there, D.

    I apologize if my delivery offends anyone, it's not intended.

    Quote:
    Originally Posted by MisterD View Post
    Ok..Scir.

    You say you didn’t read the rest of the thread (hey, I am guilty of that too) and then go ahead and say, with your FIRST comment on the idea..that you don’t agree. Without reading..ALL the other points of view, which had a very heavy bias today CHANGING the set, even if it was to a small degree. And how can you be ‘too late for that’? As if your OWN opinion would somehow make all the people who would like a change shake their head and thinking..by Jove! He is right! WHAT are we thinking,..?
    I don't expect to change anyone's opinion about anything. I personally don't care. This is a discussion forum, I gave my opinion on the initial point of the discussion. That being a suggestion to revamp Stone. End of story. I could not care less if you think I'm "right", because there is no "right" in a discussion about something that is 90% opinion. My comment on "too late for that" was entirely regarding my "let's not" comment, so you can stop changing the meaning of what I said, thanks.


    Quote:
    Originally Posted by MisterD View Post
    Next point..how can you say she is asking for a post 32 nerf when the ideas were to make the other toggles BETTER...which improves post 32 play? Also..how many people LIKE stone? Go on..tell me. It is easily the least used set (in my experience) ESPECIALLY considering how nigh unkillable it is. And yeah..forget the compensation of making the set actually FUN to play. Who plays for fun?
    Significantly reducing the effectiveness of Granite (which would be a requirement if the other 4 toggles in the set were designed to work with Granite) implies a "nerf" to the post-32 gameplay, regardless of how you want to look at it or sugarcoat it. Being required to run 5 defensive toggles instead of 1 (post-32) to achieve the same level of effectiveness amounts to a "nerf", in my opinion. As for how many people like Stone? I see quite a few Stone tanks, and therefore assume that they like it. Maybe they don't, and I'm the only person that actually enjoys playing it. I don't know, and frankly, I don't care. I enjoy the set, and have fun playing it. That's the line where I stop caring.


    Quote:
    Originally Posted by MisterD View Post
    Three toggles. And it is EASILY capable of being run with one..Granite. Again..if you actually read some of the other posts, instead of getting on your high horse about ‘nerfing’ you would have seen this was one of my problems. Any melee set capable of working with one toggle is broken.
    To be fair, I read most of the first two pages. And saw several people saying the only thing the set really needs is better mobility. I gave my opinion on the subject in relation to the OP. Nothing more, nothing less. The other posts could be discussing unicorns and rainbows. I'm not replying to them. If I was, I would have quoted them and replied as such.

    That said.. I'm not on my "high horse about 'nerfing'". As I said more than once already, the OP started a discussion about a subject, I gave my opinion in relation to the OP. End of story.

    Quote:
    Originally Posted by MisterD View Post
    Back to post 32 game play...hmmm..so that means, you only run Rooted and Mudpots PRE 32 huh? Cause you sure wont have Granite for your third toggle. Have fun tanking with just a bit of regen.
    No, it means that as far as I am concerned after reading (and re-reading) the OP, pre-32 gameplay does not figure into the equation. Unless I'm seriously misunderstanding the OP (which is certainly a possibility), the post basically said "Rooted is terrible, because it makes you practically immobile" and "Granite is OP, so it should work with the other toggles".

    I'm sorry if my paraphrase offends anyone, I'm just trying to sum up an entire post into two sentences, and those were the "main points" I got out of the post. The first point (Rooted), I agree with, to an extent. The second point, I do not. Since Granite doesn't come until 32 (or whatever level it is for Brutes), this makes pre-32 gameplay largely irrelevant for the purposes of the discussion, as described by the OP.

    Quote:
    Originally Posted by MisterD View Post
    Onto balance and concept. Concept, yes, I will give you..to a point. To bring up the Thing, he is about as stony a hero as we can get. Is he slow? Can he step over a curb? Can he jump? Is he somehow ‘weaker’ (-dam) than he would normally be? A big no to all those. By-by concept. And balance..huh! Even worse! All the other tier 9s (older ones) come with a crash. And a limited duration. Granite..uhuh..Oh guess it isn’t balanced compared to them hmm? How about the new tier 9s? Oh wait, fixed rech, much weaker stats. Granite is NOT balanced to them.
    Personally, I wasn't comparing Stone Armor to The Thing. My mistake, on that one. I was going by the semi-logical explanation that if your body is covered in rocks, you'll probably be moving slower. You win that point.

    As for balance compared to other sets... Is the set overpowered? Probably, but you pay for it in self debuffs and almost zero mobility. Show me another set that debuffs yourself (at all), and offers survivability anywhere remotely close to Stone Armor, and I will happily admit that Stone Armor needs to change for balance reasons. Go ahead, I'll wait.

    Quote:
    Originally Posted by MisterD View Post
    As others have said (again, which you WOULD have seen if you read more) the entire set is a relic, that does not fit in with many, or any, other sets. So what you are really moaning about with your ‘don’t nerf it, its balanced’ cry is that the set IS balanced..compared to ITSELF. Cause it sure isn’t compared to other sets, therefore any change would not be the same as the current, hence..imbalance! Great argument. Obviously balance changes can only make things better.
    The set is a relic, because it's old. And that's not going to change any time soon. However, just because it's old, doesn't mean it needs to change. I'm not moaning about balance. If I was, I would be moaning about Willpower and Regen.


    Quote:
    Originally Posted by MisterD View Post
    Stone..similar to regen? Hmmm maybe in the same way your reasoning is similar to SENSE, until you actually think at all about it. One whole regen power in stone..yeah, totally makes it similar.
    Speaking of reading, try reading my post. The only comparisons I made regarding Stone/Regen was the number of toggles the two sets run (post-32), and the fact that not everyone likes the same playstyle in a set (like Regen). Never once did I compare the attributes of the two sets. Try again.

    Quote:
    Originally Posted by MisterD View Post
    Design Intent? Again READ the damn thread. It is a relic. If the intent was to make a set that is unkillable that NO ONE (ok, not many) people want to play, or even enjoy, then booyah, mission complete. Unless you know..we look at all the new coming sets, which the dev team is clearly TRYING to make fun. Oh darn it..I guess we proved the set is a relic again!
    It's an online game. You can't make everyone happy. I don't like Willpower (arguably one of the most popular armor sets in existance), Super Reflexes, or Fire Armor (if you count the farmers, probably the second most popular armor set in existance). That doesn't mean they need to change.

    Quote:
    Originally Posted by MisterD View Post
    Wow, you can tank 5 AVs? On a STONE tank? Oh yeah, it MUST be a totally balanced and perfect set. Gotta be.
    Show me a set capable of doing so (if they would all spawn at the same time...) without debuffing your own damage, recharge, and mobility into nothingness.


    Quote:
    Originally Posted by MisterD View Post
    Extra 4 toggles? Did you read the bit about how we were saying the toggles (normal) ones could be improved to work WITH granite? SO you would not be unable to attack due to the end cost? No, of course you didn’t. Much better just to make assumptions.
    Endurance cost was not covered in the OP, therefore I did not respond to it. I said as much in my response.


    Quote:
    Originally Posted by MisterD View Post
    I see you are back to your pre 32 talk. Lemme know how good tanking is getting all the aggro with only Rooted as mitigation.
    I haven't gone to pre-32 talk in a significant manner, and don't intend to. Come back when you read the post you're replying to.



    Quote:
    Originally Posted by MisterD View Post
    A nerf now? Just a bit ago, you said it was all a balance issue. Now it is a nerf? No..just balance. Talking of speed..I doubt you would be very fast with layers of ice covering your body either..ice tanks can use SS. I doubt you would be stealth when on fire..but fire armour can pick stealth no worries. You are going back to concept reasons again..stupid ones.
    Again, re-read my post. I suggested allowing the use of powers such as SS, at reduced effectiveness. Last time I checked, rocks are really heavy, so you wouldn't be able to run as fast. Does Stealth on Fire Armor make sense? No, not really, but we aren't talking about Stealth on Fire Armor, we're talking about Stone Armor. To that end, I think that idea in particular was a dev-provided reason why Stalkers won't be getting Fire any time soon.

    Quote:
    Originally Posted by MisterD View Post
    Gutting the uniqueness?’ Wow, I hope you are in advertsing. You could sell ice to Eskimos with that! Oh, you know..sell a set that is rendered unfun but ‘balance’ issues inherent in the powers, in spite of being awesome.
    I think just about everyone will agree that Stone Armor is unique in that it relies largely on Granite once it is available. Thus, forcing it to rely on the other toggles in the set in addition to Granite would gut the uniqueness of the set. As far as being "unfun", I already covered that above. One set can't be fun for everyone. I could look up similar terms, if you would rather I not use the term "gut".

    Quote:
    Originally Posted by MisterD View Post
    Still not sure how ONE power, soul drain, is similar to a set that’s so far out of whack with anything else..Granite is ONLY a critical part of the set cause the rest is crappy and offers nothing great..then Granite comes in and renders all that useless ANYWAY. Soul drain does not suddenly make the rest of DM crap..it works WITH it all to be good. Or..Let’s go with your comparison...go play DM and ONLY use soul drain, in the same way Stone only uses granite. Let me know how much fun you have waiting 40 seconds between attacking?
    First off, after reading my own post again, I'm fairly certain I said it was a terrible comparison, but I couldn't think of a better one at the time. So, in an attempt to come up with a better comparison, I'll go with...

    Dark Armor. Dark Regeneration is a critical part of the set. I would go as far as to say the set would suck without it. In effect, what the OP said is "Granite should be less effective so that people don't feel obligated to take it". If we can't have powers that are so powerful that people feel obligated to take them, Dark Regeneration would be somewhere right around the top of that list of powers, along with Rise to the Challenge and Moment of Glory... And Fulcrum Shift (for that matter, pretty much the entire Kinetics set)... And Lightning Rod... Yes, I understand that the OP was making that comment with regards to Granite being exclusive from the other powers. Yes, Granite is unique in that way. However... I don't necessarily see that as being a bad thing.

    As far as the rest of the set being crappy... Outside of Granite, Stone Armor offers fairly comparable performance (numbers-wise) to Ice Armor and Willpower. I don't see how this is as terrible as everyone makes it out to be.
  12. (By the way, I didn't read the last few pages, so sorry if I missed anything important)

    My first thought at seeing this topic was "Let's not, and say we didn't.", but I see I'm far too late for that...

    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    First, I want to say that this is NOT a proposal to nerf Stone Armor as the king of defensive sets in the game for pure solid survivability, this is a proposal of balanced changes to a powerset that has some long-standing issues and design flaws.

    Second, my thoughts come from the point of view of someone that actually LIKE the set as a concept, but feels the execution is awful.
    To me, it sounds like you're asking for a nerf to post-32 gameplay for the people who like Stone Armor as it is, with no real compensation or necessity for said change.


    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Now, as everybody knows, Stone Armor is a toggle-heavy set. It's one distinct difference from other defensive sets is that Granite Armor is itself a toggle. It's also the only toggle-heavy set where the tier-9 power renders all but one other armor completely redundant by itself AND precludes access to said armor by forcibly detoggling all other armor powers when turned on. In the base game, without IO's and Sets, this is not a huge issue.
    ... What? What Stone Armor are you playing? Not counting pools, I'm running 3 toggles if I need Rooted. That means for 99% of gameplay, I'm running two toggles. The only set I can think of that needs less is Regen. I understand that yes, pre-32, it could be toggle-heavy... If you needlessly run all 5 toggles (before pools) at once. But you don't need to, so I don't really see this as being an issue. Dark Armor is a toggle-heavy set. Stone Armor is not. (In my opinion, of course)

    (Minerals is highly situational, and to me, Brimstone is as well. Or maybe I just don't know how many mobs deal Fire/Cold damage... *shrug*)

    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Stone Armor is also a set that hinders MOBILITY in the extreme...to the point of tedium and frustration since teleport is the only viable travel power in Rooted/Granite/Both since both powers severely debuff move speeds, and essentially disable jumping entirely, as well as DETOGGLING if any travel power or defensive power that is part of a travel pool is activated.
    This one, I will agree with. But, I'm of the opinion that it's a somewhat necessary part of the set, both for balance and concept reasons. You have to sacrifice *something* to gain the ability to (with IO's) be Resistance-capped to all but Psi, and softcapped Defense to all but Psi, and hardcapped MaxHP all at the same time, permanently, with no crash. (Except the MaxHP, unless you have perma-EE). And, I can't really see somebody covered in STONE running around full speed... Thus, speed reduction.

    I look at it at being similar to Regen (as a set). Some people may not like a set limiting their mobility. Some may not like a very click-heavy set that is also typically less survivable than any other set. Personally, I like both (to a degree), but I understand that either set may not be for you. (Using "you" in the generic, non-person-specific form. I'm not referring to the OP in specific.)

    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    As most people reading this are likely well aware, most players that bother playing Stone Armor to level 32/38 end up immediately respeccing and removing every other armor power from their build that they can. This is because granite provides more and better survivability fresh out of the box than all of the other powers in the set combined do, with the one exception being that it provides for a psionic hole that Minerals used to cover, and a Confuse hole that most players don't realize they even have until they get hit with a Psionic-based confuse effect. This combined with the fact that granite cannot currently be used in conjunction with the other toggle armors in the set makes even having the other armors in your build counter-productive.
    You say counter-productive, I say "design intent". Stone Armor is unique (as you already mentioned previously) in that it's T9 is a toggle that eliminates the need for all of your other powers (except potentially Mud Pots and Rooted). It is the only armor set that can survive virtually any typical encounter running only 2 toggles (Granite and Mud Pots). Which means it requires significantly less endurance management than any other set (except Willpower and Regen).

    To take this point to an extreme/IO build example... I have no doubt that my Stone tank could tank Scirocco, Cap'n Mako, Black Scorpion, the Flier, and a tower-buffed Recluse (notice the exclusion of Ghost Widow, due to her Hold) with no team assistance, indefinitely.


    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    My proposal for a Stone Armor revamp so that it retains current top-tier functionality in survivability as well as retaining certain thematic weaknesses is this:

    Allow granite to stack with the other four armors by making it so that the other armors are NEEDED for Granite to have its current level of effect. I would accomplish this by first turning Brimstone Armor into a +defense power and bringing Rock and Crystal Armors up to par with Brimstone and Minerals in their base +defense. This would turn Granite into a +resist power that serves to BUFF the defense powers by offering extra protection beyond what they do without entirely eclipsing them by itself in the form of resistance as something beyond their raw defense. Granite would retain the lack of anything for Psi, so psi attacks that slip past Minerals would still hit for full damage.
    So... Your solution to fix a supposedly toggle-heavy set is.. To require you to run an extra 4 toggles more than you already typically run? (Speaking of post-32, again. To me, pre-32 is irrelevant to this discussion, as at that point, Stone Armor is effectively identical to nearly all of the other armor sets)

    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Furthermore, to compensate for the nerf to Granite Armor as a standalone power, allow it and Rooted to function with Super Speed so that there is at least ONE viable alternative to teleportation as a travel power.
    I don't see a nerf being required for the sake of a QoL improvement being implemented. Remove the exclusivity of Granite/Travel powers, but keep the -Speed, (though possibly reducing it) to prevent people from running around at full speed in Granite+Rooted. As I mentioned above, Super Speed or not, you aren't going to be running around at 50 MPH when you're covered in a bunch of rocks.

    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Beyond THAT, make Rooted function like Grounded and remove the -jump from it. Keep the -Jump in Granite. Rooted now has a downside, it only functions when you are on the ground, but it allows you to JUMP with some risk attached in that while jumping you have no Mez protection. This allows for a second viable travel power outside of Granite Armor; Super Jump. The only travel power that Stone users would be effectively locked out of is Flight, and that's okay. Being locked out of one without detoggling your protection is better than being locked out of all BUT one.
    I would say reduce, not remove the -Jump from BOTH powers. As has been said before... I hate being defeated by a curb. I'm not asking for full mobility, just 1 foot of jump capability so I don't have to teleport over the curb to get to Wentworths, or whatever my destination may be.

    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    People who want to take only one main power from a set should be penalized for it, not rewarded. With this restructuring of the abilities in Stone Armor, you would reward the people that do not respec out of everything BUT Granite, without coming down overly hard on the people that do such, since granite would retain the powerful resists and rooted would still have regeneration. Furthermore it would open up more OPTIONS for players that want to try Stone Armor but dislike how the set performs before granite, and dislike the constraints of granite as well.
    I'm all for more options, but not at the expense of effectively gutting the uniqueness of the set for the sake of "fixing" issues that don't exist with the set.

    This is a terrible comparison, I know, but... I can't think of a better one right now, I'm concentrating on finishing this post so I can eat my pizza.

    Saying Granite needs to be nerfed so people don't feel obligated to take a power they don't like is like saying Dark Melee should get a damage buff and have Soul Drain nerfed so people don't feel obligated to take it.

    Granite Armor (and Soul Drain) are critical parts of their respective sets. Nerfing them just so you don't feel obligated to take them isn't "fixing" anything. It's creating problems for all the people who like the uniqueness just how it is now.

    Quote:
    Originally Posted by Lady_of_Ysgard View Post
    After all that, let's take a look at the cosmetic side of things, shall we?

    FIX GRANITE ARMOR! Make it able to be customized. At the very LEAST allow it to work with PATH auras.

    Return it to the ancient Golgothan appearance if you must, as long as we can customize it and make our characters look SOMEWHAT unique. City of Heroes is the game KNOWN for customization. Granite Armor is the ONLY power in the game that imposes a restriction on this freedom to create outside of the Epic/Ancilliary pools and EAT's. It needs to change. It has needed to change since issue 16.
    I... Really can't argue with any of this. Customization would be great. lol


    I'm probably going to want to edit this later, but for now... I want to eat my pizza before it gets cold, so I'll stop with this.
  13. Thanks for the help, I appreciate it.

    Total cast time of the full chain (minus fillers of Confront/Dark Blast/whatever) is 7.128s. If I use boosters, the longest recharge gets down to 6.91s. lol

    Keep in mind, this is a strictly single-hard-target chain (IE: AV's), so Confront is only there to (hopefully) keep said target from running, as they love to do so much.

    To go into more detail... As it is planned right now (now including boosters), I should be able to run:

    Rib Cracker>Shin Breaker>Rib Cracker>Crushing Uppercut>Dark Blast, with a 0.97s gap left. That *should* be close enough that I won't really notice. Right? >.>
  14. The first question: I'm looking for opinions on what Interface to choose for a new Scrapper I'm working on... My considerations are Degenerative, Diamagnetic, Reactive, and Spectral. (Partial Radial on all accounts, except possibly Reactive).


    My thinking behind each option:

    Degenerative - Obvious. -MaxHP is nice for hard targets, plus Toxic DoT.

    Diamagnetic - The -ToHit should help stack with Dark Blast (more on this in a second), plus the -Regen should help on hard targets as well, though not as much as Degenerative, in my experience.

    Reactive - I've been trying to avoid Reactive like the plague (like I do with pretty much everything that resembles FotM), but the fact that I will be spamming a power that does -Res, plus having two -Res procs, having yet more -Res is very, VERY tempting to me.

    Spectral - Not too sure on this one... The immob would be nice, but I suspect it won't work on AV's and such, so that side would be worthless if so... Leaving the NE DoT...

    So, that sums up that. Thoughts?

    ---

    Bonus question! I (think) have a good ST chain worked out, but it will have a gap. Confront will fill half of that gap, plus long recharge powers on occasion (Hasten, etc). However, that still leaves me with a small gap to fill. Right now, I'm looking to use Dark Blast, in the thinking that the -ToHit (8.55%) would be helpful as a small buffer for my otherwise exceptionally low Defense, and it's doing ~132 damage (I'm not completely sure on my Alpha or Interface yet). Would I be better off using a "real" attack? My T1 attack is the only real candidate, and it's doing ~215.

    ---

    Double Bonus question!! (I wasn't planning on asking it, but I'm here, so... Why not?)

    Am I doing my math right (or at least close) to calculate the feasibility of my attack chain? Recharge of the longest power in the chain, minus the cast time of the other powers in the chain? (including ArcanaTime)

    For example, my current planned chain works out as:

    Recharge(7.3) - Cast Times(1.584x3) = Gap(2.548)

    ---

    Thanks in advance for any help anyone can provide on any of my questions!
  15. Long story short, I'm doing a minor respec of my (only) Dominator in an effort to squeeze out enough performance to solo AV's and such. That said, my main efforts have been slightly higher global recharge (to offset the switch from Agility Partial Core to either Intuition Partial Radial or Musculature Total Core), slightly higher global damage bonus, and significantly higher S/L/E Defense (though losing some Res), and adding two more pets (Voltaic Sentinel, and the Tarantula from Mace Mastery).

    Now, my question is... Since I switched from Mu Mastery to Mace, I'll be crying for several weeks at losing Ball Lightning (arguably one of my all-time favorite attacks in the game), one of only two AoE's I had, leaving me with only one real AoE attack, Static Discharge. This leaves me with two options: Keeping in mind my AV-solo'ing desires, should I take Poisonous Ray for the -18.75% Resistance, or Disruptor Burst for a lesser replacement for Ball Lightning? Neither of them are spectacular powers, and I'll hate the far-too-lenghty draw/animation time on either of them (since they are the same), so really it just comes down to...

    With the lengthy draw/animation time and weaksauce damage (a bit over half the damage of my "main blast") in mind, is the -Res worth the sacrifices? Or would I be better off taking the AoE, using a shorter attack chain for AV's, and only use the AoE when necessary?

    Thanks in advance for any advice!

    Edit: If it helps, Poisonous Ray would be slotted with 4 Devastations and a Decimation Acc/End/Rech. Disruptor Blast would have 4 Javelin Volley and a Force Feedback proc.
  16. I admit it. I skipped pages 6-12. I read the first 5, though.

    That said... I mostly agree with Claws. Brutes are the outlier, as far as the melee AT's (Scrapper, Tank, Brute, Stalker) go.

    Bump down the damage and survivability potential of Brutes to put them where they are supposed to be (and yes, make a large portion of the playerbase angry {though, I would throw out a guess that many of those players are just angry that their SS/Fire/Mu farming will take them longer now}, but I would argue that as being a necessary evil), bump up the Tanker aggro cap/Taunt cap (5 targets? REALLY?!) and Taunt effectiveness (when I Taunt something, Scrappers and Brutes shouldn't be stealing my aggro).

    BAM! Tankers are "fixed"!

    Tankers can now utilize their "unnecessary" extra survivability by having more fire focused on them, thus requiring more survivability. This has the side benefit of artificially boosting performance of other AT's by reducing the number of "waste" powers (IE: How many times have you seen a Blaster go in to nuke only to have the mob already on the floor from the other Blaster?).

    Brutes are no longer the "LOL, why would you roll anything ELSE?!" OPAT that they are currently. I think you will be hard-pressed to find anyone that would say Brutes are in the claimed performance bracket they are supposed to be in (between Scrappers and Tanks on damage/survivability). As it is now, they are just as survivable as most (not all) tanks, while (at the top end) doing MORE damage than Scrappers.

    Every other AT in the game (except maybe Stalkers who have zero AoE) benefits from (some of) this change by artificially boosting their potential performance by giving them more potential targets. (Examples: More possible targets for FS if the Kin is slow on the draw and half the targets are already dead. More possible targets for the Blaster who came to the party late to find that the Defender already nuked half the mobs, etc, etc)

    Brutes do not receive a significant change in their average performance. Only in their high-end IO/outside-buffed performance. Even then, it's not a huge change, and it's only putting them where they are supposed to be performance-wise.

    I see no glaring issues with this suggestion.
  17. [sarcasm]I can't imagine how a certain Sci-Fi MMO based on a long-running TV series could have possibly earned a mention in that article...[/sarcasm]

    < Is not a fan of the in-game store system currently in place in said MMO.
  18. Quote:
    Originally Posted by Oliin View Post
    I'm really skeptical about their doing much extra damage at all. As far as I'm aware most powers do damage based on their recharge, and if you compare the snipe's damage to some of the other 12 second recharge attacks they really don't measure up very well at all given their drawbacks.

    Just looking over mids quickly there's only about a 10 point damage difference (fully slotted) between snipes and scrapper attacks like Eagle's Claw, and Golden Dragonfly (and a 10 point difference between Greater Fire Sword and Blazing Bolt). So for that extra range and 10 points of damage the power gets almost double the animation time and extra end cost.
    You're comparing apples to oranges. Zapp (the snipe in question in my posts) does a base 172.2 damage. Lightning Bolt (Elec's T2 Blast) does 102.6.

    Quote:
    Originally Posted by Oliin View Post
    Snipes in this game are just not all that great which is why they do really need something like extra damage,
    I agree (about the extra damage). In the example above, adding 30 damage would put it at exactly double the damage of the T2 Blast. I don't see a problem with this.

    Quote:
    Originally Posted by Oliin View Post
    removed/shortened interrupt time,
    Like I said in my previous post, I wouldn't have a problem with this either. Possibly in addition to the damage, or alone as the only change.

    Quote:
    Originally Posted by Oliin View Post
    or even some new mechanics.
    This is where I potentially have a problem. Reference my previous post as to why, because I really don't want to type it all again. >.>
  19. I apologize if I come off sounding rude, I'm not trying to be. I am a naturally sarcastic person, and that doesn't transfer through the internet very well.
  20. Quote:
    Originally Posted by Tater Todd View Post
    Scirion, what I'm trying to say is this...One should not have to go so far out their way to make one barely mediocre power work. I think that it's a little unnecessary for one to make their build all about Range to compensate for 1 snipe power that really isn't as useful as it should or can be. Abandoning the fact that your toon would be better off with a build focused in other weak areas like lack of defense and recharge.
    That makes more sense. However... What's funny is that I didn't go "out of my way" to make a "barely mediocre" power "work". I went into the build with the chosen powersets for the purpose of using as much range as possible to my advantage. Taking (and slotting as effectively as possible) the snipe included in the sets was a natural part of the package.

    You are assuming that adding defense or recharge would instantly "make my build better". Sure, more recharge is always good, but at what point do you stop sacrificing other bonuses to keep stacking on more recharge? By going "Recharge Lite" on this build, I managed to slot in 20.5% Damage bonus, plus Assault, which puts me at +31% Damage before Defiance, Aim, and Build Up. More damage = Less attacks, thus less necessary recharge. As far as adding in more defense... Why? By the time anything actually *gets* to me, it's more than likely out of endurance, or if not, is so close to dead that it getting in one or two attacks won't do such a significant amount of damage that Aid Self won't fix. If both of those fail for whatever unusual reason, I also have two ST Holds to help keep Bosses under control.

    Quote:
    Originally Posted by Arcanaville View Post
    Which doesn't answer my question at all, which is what are you doing while you're standing around waiting for Zapp to recharge, if you are using it from the range you are harping as a benefit. The point is that the *extra* range of snipes has limited functionality, because no matter how much range you build for, the *extra* range of snipes is practically worthless. How much different would your character play if Zapp had only 80 feet of base range like all the other attacks you claim are your "main blasts."
    You're assuming that there's nothing else in range when I'm sniping my chosen target. With the amount of range I have in this build, I can (assuming the map layout permits) snipe a chosen target 2-3 spawns away and continue attacking the current spawn (on slower moving teams) when it's done animating. (Which, I will not argue, the animation is far longer than it really needs to be) I haven't had a chance to try it yet, but I have a feeling that I can most likely snipe Nightstar on the BAF while standing at the wall with the rest of the team. No taunt-pull necessary, no putting myself in unnecessary danger by moving closer. (I hate to say that I *have* been on a few BAF's that did not have a single person with a taunt-type power) As an example, if memory serves, I can just about snipe Romulus from the top of the hill (the one across from his platform, 3rd mission of ITF), without getting aggro even from the pop-up turrets all over the place. From there, it's a short drop down to be in range of the computer.

    So, to answer your question, if Zapp had a base 80ft range like all of my other attacks, it could potentially be a drastic change to my chosen playstyle for this character.

    Quote:
    Originally Posted by Arcanaville View Post
    Sniper blasts *pay* for that extra range, but blasters *get* almost nothing from it. And your example does nothing to prove otherwise: if anything it only goes to show that if you want to hit something at 150 away, you don't need a sniper attack to do it.
    The only thing snipes "pay" for the extra range with is a very long (and interruptable) cast time, and increased endurance cost. However, they also get increased damage (almost double the damage of a T2 blast, base) to help counter it. (which, as I said at some point, I would not have a problem with shortening the cast time, and/or removing the interrupt)


    Quote:
    Originally Posted by Arcanaville View Post
    If they weren't broken, you'd have said you have four main blasts, not three.
    I fail to see how the two are related. I would define a "main blast" as a power routinely used as a major part of a normal attack chain. If the fact that a power does not meet that definition makes it "broken", then by that definition, there's a rather massive pool of powers to choose from that are "broken". (AoE Holds, AoE Confuses, Recovery/Regen Aura, Adrenalin Boost come to mind, just to name a few)

    Just because a power is not best used whenever it's available on every enemy (or friendly, as the case may be) doesn't make it inherently "broken".

    Just to reiterate what I've been trying to say all along...
    I'm not arguing against buffing snipes. I will gladly accept a damage buff or cast time reduction within reason (or even just removing the interrupt, I personally think snipes should still have a cast time somewhat longer than normal blasts). However, I am arguing against significantly changing the basic functionality of snipes. I think it's a bit late at this point in the development of the game to say "Oh wow, we have this power in 99.999% of the blast sets that almost nobody uses. Who cares if the people that do use it like it the way it is?". I like the added functionality/versatility that having a snipe gives me. Completely changing that functionality into "just another blast" is not the right way to "fix" a power that isn't actually "broken", just possibly weak. If the sets that contain a snipe (which, by the way, are all of them except Dual Pistols {commonly held to be one of the worst blast sets in the game. Irrelevant, but still worth pointing out, to me}, Ice {which gets other forms of added utility} and Sonic {which gets other forms of utility on top of the ever-useful -Res debuffs}) are just suffering that terribly at having such a terrible power in them that absolutely cannot be fixed without significantly changing the function of the power (and thus potentially significantly changing some players chosen style of play), maybe it's time to add a 10th power to blast sets.
  21. Quote:
    Originally Posted by Tater Todd View Post
    Hrmm, I don't know...

    Even with the Blaster ATO Set, 3 Range SOs and Cardiac Core Paragon I still could only get 144.2 feet out of Charged Bolts...man how
    Boost Range, Blaster SATO, Intuition Partial Radial, plus slotting for range. Remember those Centrioles *NOBODY* wants? Yeah, they come in handy here.

    Quote:
    Originally Posted by Tater Todd View Post
    ......are you saying that if a set has a snipe one should build on range and range only?
    No, I'm merely saying that just because some people don't like to utilize snipes doesn't instantly make the concept totally worthless, like they would like you to believe. Building for range is just another way to achieve the same goal. That being to melt more enemies, faster.

    And before a troll comes along and tries to use their Jedi Mind Tricks on this thread, I'm NOT saying it is the ONLY way, or the BEST way, or even a BETTER way. It is merely *A* way, and one that works just fine for me. My "other" Blaster is a Rad/Fire/Force that only has ONE Ranged attack that actually has enhancements on it, and that's only because Cosmic Burst is just too awesome to NOT slot. Every other attack it has is either PBAoE, TAoE, or Melee. Fire Sword is fairly awesome, y'know. It runs both Hot Feet and Blazing Aura, because you can't have too much melee damage from toggles.

    Quote:
    Originally Posted by Tater Todd View Post
    Or we should only roll /Energy Manipulation for our blaster toons?
    No, in fact, /Energy is one of the most self-defeating (or, in my preferred words, "spastic") Blaster secondaries there is. It's "signature" power is Boost Range, and the set does not contain a single power that benefits from it. Every attack is Melee. In my opinion, it really only has 3 "good" powers. Build Up, Boost Range, and Power Boost. Conserve Power is a "nice to have". All of the other powers are (in my opinion) entirely skippable, for the purposes of this discussion. (I will be one of the first to say that if you prefer to build a blapper {which is a perfectly good method of melting more mobs, faster}, /Energy is a *very* nice set to do it with)

    Quote:
    Originally Posted by Tater Todd View Post
    Even then this doesn't cover the other ATs. That's sacrificing a lot for one power and it's not even worth it *shrug*.
    I'm honestly not sure what you're saying here, So here's a picture of a bunny with a pancake on it's head.



    Yay, BUNNEH! (Seriously though, I'm not sure what you meant with the last bit I quoted.)
  22. Quote:
    Originally Posted by Cheetatron View Post
    with build up it should do far, far more damage than that
    Read the rest of my post. I won't say no to more damage.


    Quote:
    Originally Posted by Arcanaville View Post
    I would like to point out the recharge and cast time, and ask what you are going to do during the 7 seconds you have to wait for snipe to recharge, when you attempt to shoot something from that range. Because no other attack is going to be able to follow up with that shot, which means Build Up is being wasted boosting snipe and then nothing else. Unless you tend to follow up Zapp with teleport foe.

    Range is only useful when you actually use it, and engaging from outside the range of all but one of your attacks has limited usefulness unless you are the designated puller.

    Also, that damage is three whole quarters of an LT at level 50.

    In the time it takes you to just to fire Zapp, I can fire Power Bolt, Power Blast, and Power Bolt again and deal 32% more damage with no chance of being interrupted. And I can do that from 136 feet away, within the range of all of my long-ranged attacks: bolt, blast, explosive blast. Explosive blast, actually, hits from 148 feet, essentially base sniper range.

    This is already outside normal perceptual aggro range, so engaging from even farther away than 130 feet has no significant advantage.


    One other thing: the game tends not to render or allow you to directly target things more than about 200-250 feet away. So there's no way to use that range unless you target through another player to the target.

    *shrug* I'm still using my 3 main blasts (Charged Bolts, Lightning Bolt and Spirit Shark Jaws), as well as Ball Lightning from 183ft. I'm nuking (Thunderous Blast) from 133.7ft (I LOL'd at that one), and puking (Bile Spray) from 141ft, with School of Sharks at 105ft, so I can use it on anything that may have survived, and back out of range again.

    So, since you brought it up, I can effectively use 90% of my main attack chain from 33ft farther than base snipe range, thank you very much.

    I won't complain if the powers that be decide to up the damage or cut the cast time on snipes, I'm just saying they aren't nearly as broken or worthless as everyone seems to think they are.


  23. I have no problem with my snipe. I wouldn't say no to *more* damage, though. >.> I would also like to point out the range, for the record.

    (Yes, that's in a fully IO'd build, T3 Interface, Build Up {no Aim} active. I know that's a totally worthless reference point, blah blah blah. I really don't care. YMMV, etc.)
  24. Quote:
    Originally Posted by Nethergoat View Post
    "wow, this UNEXPECTED DOWN TIME is really harshing my mellow! I DEMAND COMPENSATION!"

    The rest of this thread has now been rendered irrelevant, for someone has used the phrase "harshing my mellow" in a legitimate conversation.

    I applaud you, sir. (or ma'am?)
  25. Yep. Ice Control/Arctic Air does the same thing.