Siolfir

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  1. Quote:
    Originally Posted by Arbegla View Post
    Old ET would make EM the single target king again.

    Looking over the numbers, which i'm glad you did, i haven't looked them over in game, which is where i shoulda looked first, instead of just using mids, EM does need a nerf, as KM basically does everything EM can do, and provides better AoE (burst is amazing) and has a ranged attack for runners (focused burst doesn't have horrible DPA either)

    Still though, that puts KM in the running for top 3 or 4 on single target, and pretty high on ulitity as well.
    I'm guessing you meant buff? I'd think EM's already been over-nerfed, especially for Stalkers who don't even get the higher stun percentage on EP and BS that all of the other ATs with those powers have.

    I would disagree with the comment about Focused Burst not having horrible DPA, though. It's a scale 1.64 attack with a 2.244 sec animation, along with Hack (1.584 sec), Bone Smasher (1.716 sec), and Vengeful Slice (2.640 sec - the only one it beats). It's DPA is lower than Assassin's Strike, roughly the same as Power Slice, a significant drop even from Quick Strike within the set, and lower than Mu Bolts and Dark Blast from the Patron Pools which can also be used to pick off runners with twice the range. It would compare favorably with Impale, which also does 1.64 scale damage on the initial hit, but the DoT for Impale pushes it past... and I don't think many people would consider Impale to be great DPA.
  2. Quote:
    Originally Posted by Arbegla View Post
    ET is only higher at base, with critical, from both placate and hide included, ET actually falls behind pretty quickly due to not having additional damage.
    If you're using Placate, only Assassin's Strike comes close to Energy Transfer's DPA and even that doesn't top it. You have to add in the cast time of Placate or else your numbers are worse than useless, they're deliberately misleading.

    And if you're talking from Hide on a single target and using anything but Assassin's Strike then you're either not level 6 yet or don't understand that a full critical on Assassin's Strike is far higher DPA than anything else a Stalker has access to.

    The 7 DPS you mention as not being much on paper is also an 11.7% disparity which holds through as the slotting is accounted for (see below); while KM's BU is going to be around a little more often I don't see it providing enough overall +damage to make up the difference without interfering due to cast times. It's also a lot easier to hit 216% global recharge than it is to hit 279%; in other words Energy Melee does more damage while also being cheaper and easier to build.

    Quote:
    Originally Posted by Arbegla View Post
    Here's a quick comparison. Your best Energy melee chain is ET->BS->TF->BS, which would require about 216% global recharge to pull off (in order to get TF to recharge in the required 6.336 seconds)

    Assuming you do that, the chain will take a total of 9.768 seconds, for a total of 657.75 damage, or about 67.33 DPS. This is assuming base damage.

    Now, a decent chain for Kinetic Melee would be CS->SB->BB->QS->SB which would require about 279% global recharge to pull off (in order to get CS to recharge in the required 5.28 seconds)

    The above chain would take a total of 8.316 seconds to animation, for a total of 501.37 damage, or about 60.29DPS. This is again assuming base damage.

    Its about a 7 DPS lead for energy melee, but with more attacks in the KM chain, in a shorter duration, you'll get more fuel out of BU, and possibly more use out of damage procs.

    I'm not sure how to go a step further with those numbers, but i feel they are close enough (7 DPS really isn't much on paper) that with decent slotting of damage enhancements affecting the crit damage of KM more-so then it would affect the crit damage of EM as only bone smasher crits for 100% damage, TF is about 50% extra damage, and ET doesn't crit at all, where Smashing blow, body blow, quick strike all have 100% crit damage, CS doesn't crit at all, but the refresh on BU could factor into higher uptime and allow for more damage over time as well (especially with the recent change that allows forced crits with CS, either via hide, or from placate, to refresh BU as well)
    You're counting criticals here in the chain itself (ie, quoting numbers from Mid's instead of in game - they're included even when you tell it to use minimum with the latest patch) and then saying how much of a difference criticals will make. Yes, it helps KM more, but that still leaves the gap you already calculated.

    Just to show the math here, since I actually have a KM chain to work with:

    The base damage of the chain, taking numbers from in-game, is:
    82.30 (base SB damage) * 2 = 164.60 +
    64.51 (base BB damage) = 229.11 +
    46.71 (QS) = 275.82 +
    197.97 (CS) = 473.79

    For EM:
    91.20 (base BS damage) * 2 = 182.40 +
    253.58 (ET) = 435.98 +
    197.97 (TF) = 633.95

    KM: 473.79 / 8.316 = 56.973 base DPS
    EM: 633.95 / 9.768 = 64.901 base DPS

    So, let's look at 100% damage slotting (because it's easy). The base damage for each is multiplied by 2.0, while the animation times remain the same.

    KM: 473.79 * (1.0 base + 1.0 slotting) = 947.58 / 8.316 = 113.947 DPS
    EM: 633.95 * (1.0 base + 1.0 slotting) = 1267.90 / 9.768 = 129.801 DPS

    As you can see, that "small on paper" DPS lead grows along with damage slotting because it was working with base damage. It's at 15.854 DPS difference here. Now, since criticals are annoying with both of these sets - if all of the powers had a full critical you could simply multiply by the critical rate - but still relevant, let's go ahead and look at them. The easiest way is to recalculate the chain's overall damage based on the effect of the criticals.

    A 10% critical rate at a full critical provides 10% more damage after all damage buffs. Since Total Focus has a partial critical, we'll multiply that 10% boost by the amount of the critical. Here's what it looks like:

    KM:
    SB: (1.1) * (82.30 * (1.0 base + 1.0 slotting)) = 181.06 (each)
    BB: (1.1) * (64.51 * (1.0 base + 1.0 slotting)) = 141.922
    QS: (1.1) * (46.71 * (1.0 base + 1.0 slotting)) = 102.762
    CS: (1.0) * (197.97 * (1.0 base + 1.0 slotting)) = 395.94

    EM:
    BS: (1.1) * (91.20 * (1.0 base + 1.0 slotting)) = 200.64 (each)
    TF: (1.0 + (10% critical rate * 28.09% critical amount)) * (197.97 * (1.0 base + 1.0 slotting)) = 407.062
    ET: (1.0) * (253.58 * (1.0 base + 1.0 slotting)) = 507.16

    Adding everything back up, we get:
    KM: 181.06 * 2 + 141.922 + 102.762 + 395.94 = 1002.744 / 8.316 = 120.580 DPS
    EM: 200.64 * 2 + 407.062 + 507.16 = 1315.502 / 9.768 = 134.675 DPS

    Now yes, having Build Up more often will help KM out, but Build Up isn't free - it has its own animation time during which you aren't doing damage. With the chain listed for KM, you would need (134.675 DPS * 8.316 sec = ) 1119.9573 damage to hit EM's DPS numbers. Remember that 11.7% from before? 1119.9573 / 1002.744 = 1.116892... or roughly an 11.7% difference.

    For fun:
    Not that it's likely to happen but just for giggles, let's say that Build Up recharges every time you use Concentrated Strike (note that either chain will fit into a BU window)

    KM + BU: add 1.320 (BU's animation time adjusted for Arcanatime) for a total chain time of 9.636. Since SB is the next attack, it'll start with a stacked BU.
    SB: (1.1) * (82.30 * (1.0 base + 1.0 slotting + 0.8 BU)) = 253.484
    SB: (1.1) * (82.30 * (1.0 base + 1.0 slotting + 1.6 BU)) = 325.908
    BB: (1.1) * (64.51 * (1.0 base + 1.0 slotting + 0.8 BU)) = 198.6908
    QS: (1.1) * (46.71 * (1.0 base + 1.0 slotting + 0.8 BU)) = 143.8668
    CS: (1.0) * (197.97 * (1.0 base + 1.0 slotting + 0.8 BU)) = 554.316

    Total damage: 253.484 + 325.908 + 198.6908 + 143.8668 + 554.316 = 1476.2656 / 9.636 = 153.203 DPS while accounting for criticals, 100% damage slotting, and with BU recharging every time you hit CS - essentially a perma-BU situation.

    So there you go, in a best-case scenario KM can do significantly more damage than EM*, and do it while not damaging itself with ET. So what does this prove? EM needs to be buffed. Bring back old Energy Transfer!





    * - although on the average EM is going to do more damage than KM, and MA and DM with similar investments will put out similar results
  3. Finally back to the thread...

    Quote:
    Originally Posted by BrandX View Post
    ENERGY MELEE
    EP - BS - ET - EP - BS - TF
    11.88 - 130.72
    The best EM Stalker chain I could come up with was ET->BS->TF->BS; it requires a good amount of recharge but not as much as some of the top chains in other sets. Brutes would want to try to fill with Gloom if they could get the recharge for it instead of BS.


    Quote:
    Originally Posted by BrandX View Post
    Quote:
    Originally Posted by Microcosm View Post
    Purple Procs and -Res procs throw off BrandX's list a bit if you use them; I'll try to calculate some later tonight.
    Though Siolfir seems to have run the numbers as well, and doesn't have Ninja Blade in the top 3, perhaps they didn't account for Procs either or maybe the Procs don't move up SB as much as I think it would.
    I didn't account for procs, just high recharge chains. I'm sure they alter things and push EM even farther down do to long animations, but I suppose you could always throw procs into EP. My EM/Elec Brute has at least 1 proc in every attack but I can cheat with the taunt procs there.

    Quote:
    Originally Posted by Arbegla View Post
    I'm not sure where you figure this out from, as Kinetic Melee has better DPA in most of its attacks then energy melee, with about the same, or faster recharge times.
    • Neither Concentrated Strike nor Energy Transfer critical and of those ET hits much harder with a shorter animation and the same recharge.
    • The numbers you provided for DPA included criticals over time already, since you used the average numbers from Mid's
    • Build Up will be up more often for KM but the instant recharge only happens when the best attack in the set has just been used and has the longest possible recharge time and +dam affects both sets equally
    • KM's 4th best DPA attack is Assassin's Strike - which is EM's worst, even with a longer animating version

    However, using your own numbers:
    EM:
    Bg: 50.98
    EP: 57.93
    BS: 58.46
    ET: 87.32
    TF: 59.30

    KM:
    QS: 48.66
    BB: 53.76
    SB: 62.35
    Bs: 26.33
    FB: 44.71
    CS: 65.21

    Now, unless your attack chain consists of CS->SB only, EM is going to win out. ET is considerably higher than CS, TF and BS - or, for that matter, EP - aren't that far behind SB, and nothing else in KM is even competitive. I never bothered to create a chain based on those observations since there wasn't a need to - you're welcome to make one, though I think unless you proc it out (which is the only reason NB and DB can even enter the discussion) it's just going to show a worse chain.

    Quote:
    Originally Posted by Arbegla View Post
    All in all, Kinetic Melee seems to out perform Energy Melee in just about every way, and with the lower recharge times and higher DPA Kinetic Melee should pull ahead for single target damage. Especially when you factor the higher uptime of Build Up, due to CS crits.

    Granted, Energy Transfer is pretty nice burst, but i feel the increased up time of Build up, and the AoE and ranged powers in Kinetic Melee allow it to pull ahead in other aspects as well.
    It's better all around, no doubt - but it's probably* not better in single-target damage. I actually like my KM Stalker, but that's because AoE is much nicer than single target... which is what this thread is about.




    * - like I said, I haven't run chains for KM. What can I say, I'm lazy and haven't cared to...
  4. The last time I ran numbers for it, which is before KM came out and is purely based on the best available chain and ignoring endurance sustainability and damage types, it was MA > EM > DM while solo, and MA > DM > EM with (iirc) 4+ people around. The more often you critical, the worse EM ranks.

    KM doesn't have great DPA attacks - it has relatively short animations on the low damage attacks but the medium and heavy hitters are slow and/or don't critical - so I don't imagine that a sustained chain would be in those top three, but if I read the patch notes correctly being able to reliably bring BU back may bring it close overall and it still has a good PBAoE in Burst. For a "well-rounded" set it's a nice option, although for general PvE I still like ElM better.
  5. Sorry for being less active the past couple of weeks, since despite having lots of it for years, I finally received my BS last Friday and have been moving / dealing with family for a bit, with my only playing time going towards trying to get levels on a couple of the non-50s on Infinity.

    Speaking of doing TFs for accolades... were there any plans to start Moonfire runs for the Atlas Medallion hunt badges?
  6. For an amusing side discussion, while resistance debuffs are resisted by the original resistance value, damage debuffing is resisted by current resistance. Because both effects are talked about as "resisted by resistance" this may cause some confusion.
  7. Hope the impromptu meeting went well. I was moving out of my apartment, so wasn't able to make it on last night or until now today when I just got my computer set back up again.
  8. Siolfir

    Class Project

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Fair point. I was generalizing somewhat. To be completely accurate a Brute has, on average, slightly higher survivability than a scrapper, slightly lower damage than a scrapper and aggro management that is almost, but not quite, as good as a Tanker's.

    I tend to describe Brutes as having the damage/survivability of a Scrapper because while that is not quite 100% accurate it's close enough for most purposes. Brutes and Scrappers have the same numbers for their secondary powers and neither can reach the resistance cap anyway without outside buffs or god-mode powers so to a first order approximation their survivability is pretty much equal. All other things being equal the Brute will be slightly more survivable than the scrapper but the difference is small enough that it would be hard for the average player to notice the difference.
    I'm assuming you're talking about to all types, since Fiery Aura and Electric Armor both hit the resistance hard cap of the "specialty" type (Fire and Energy damage) for their respective ATs without god mode powers. With that assumption, even Tankers don't resistance cap everything and the only qualifying AT is a Warshade using Eclipse.
  9. Quote:
    Originally Posted by Fleeting Whisper View Post
    Transfusion heals the same amount at Twilight Grasp, and (in the case of everyone but Masterminds) it has the same radius. The difference is that TG debuffs tohit and damage in addition to regen, while Transfusion only debuffs regen. Also, Transfusion fails if the target dies while casting. TG only fails if you die while casting.

    TG also comes in a set with a pet that also has TG.
    From the issue 20 patch notes:
    Quote:
    Powers
    • Mastermind Dark Miasma - Twilight Grasp radius has been increased to 20 feet to match other versions of this power.
    It took long enough, but the exception you mentioned doesn't exist anymore.
  10. Siolfir

    Bad ws powers?

    Quote:
    Originally Posted by SkarmoryThePG View Post
    Unchain Essence is like half the nuke with none of the drawbacks. I love it.
    Plus you get to blow up their friend's corpse in front of them!
  11. Quote:
    Originally Posted by Redlynne View Post
    NEGATIVE.

    Siphon Power buffs ALL FRIENDLIES in a PBAoE AROUND YOU.
    Fulcrum Shift buffs ALL TEAMMATES in a Targeted AoE AROUND YOUR TARGET.

    Not even close to be functionally identical/equivalent. You get more return on investment from Power Siphon in Raid/League environments (think Hamidon phase or center of Rikti Mothership defense phase) because it has a much higher Max Targets limit than Fulcrum Shift, and isn't limited to Team Only.
    I haven't specifically taken screenshots, but I'm pretty sure Fulcrum Shift hits more than just you and your team. At any rate, I seem to recall having lots of extra damage from Fulcrum Shift during several raid events where I was playing a solo Brute. So unless i20 specifically changed that, which I don't recall seeing in the patch notes, they both affect friendlies and not just teammates.

    It also produces a buff around the caster as well, whether the target dies or not - in that manner it is similar to Siphon Power.
  12. Quote:
    Originally Posted by Amy_Amp View Post
    ...stuff...
    Begone with your logic and maths, they have no place here!

    Besides, the primary purpose of Speed Boost is to provide forum-goers something to complain about: kins for how short the duration is, and everyone else to whine about how their whole play experience was completely wrecked because while they were in a zone someone hit them with it.

    Also, be careful about saying replace Repel with anything else. I'd do that one just for giggles, and still be "giving [the players] what they want".
  13. Quote:
    Originally Posted by Amy_Amp View Post
    Just note the heal doesn't come until 20 when you are done with Praet. Dark/elec would be good for solo content 1-20 and it has potential 20+ as you invest in it. Stone would be good 1-20 and beyond. SS gets good a little late for Praet., but it blooms huge post 20 as well.
    Note that the heal doesn't come until 28 on a Brute. 20 is Lightning Reflexes.
  14. Quote:
    Originally Posted by Kenteko View Post
    The AVs also have an elevated tohit chance beyond the 59% as far as I've seen. I know I've sat at 100% defense for an entire Marauder fight and one of his attacks (I think it was a punch) had a 10% chance to hit. I was S/L 100%, so it may have been a positional (which would be kinda ridiculous).
    10% means that he probably did have floored to-hit.

    From here you get the the accuracy modifiers for an AV (*1.50) and whatever level modifier applies (* 1.1 to * 1.4 based on level shift and incarnate shifts).

    5% (lowest to-hit) * 1.50 (AV modifier) * 1.3 (+3 modifier) = 9.75%; that assumes you have one level shift applied and the attack used doesn't have a high base accuracy. Without the level shift, it would be 10.5%, and with the level shift and both incarnate shifts applied it would be 8.25%.

    If it were something like Energy Transfer, which has a base 1.2 accuracy, you'd take those numbers and multiply by 1.2 for a final chance between 9.9% (all shifts) and 12.6% (no shifts).
  15. Quote:
    Originally Posted by dave_p View Post
    Dammit, you beat me to it. Most of my blasters have RotP as parts of their attack chains. It's kinda annoying when your high def keeps you from dying quickly after a nuke crash though. I'll be sitting in the middle of mostly dead bosses yelling at them, "c'mon, hit me already!"
    Self Destruction.
  16. Siolfir

    Best Debuff Set?

    The original post is also ignoring the effect of -resistance on -damage effects. Benumb can get you a lot more than -50% damage if you've already got that -80% resistance going before you use it. Assuming that the mob has no base resistance, with the Achilles Proc, Sleet, and Heat Loss first the net -damage puts the mob at the cap of -90% on a single Benumb.

    Note that -damage effects and -resistance effects are both resisted by the current resistance of the target to that damage type.
  17. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Quote:
    Originally Posted by Daemodand View Post
    Back when there was no endgame, that was my belief. Now? As opposed to the road to nowhere leveling used to be, it's now a road that leads to Disneyland. And a trip to Disneyland is not about the journey to Disneyland, it's about being at Disneyland!
    The thing is, is the Incarnate system Disneyland? From my point of view it doesn't significantly differ from existing content except that it's slightly harder and some of it requires larger teams. For me it's a way to play my 50s without feeling like I'm not accomplishing anything.
    It's almost exactly like Disneyland: you go out of your way to do it thinking it will be fun, and while you're there you spend the overwhelming majority of your time waiting in line to ride (grinding for shards/threads in game) for a few brief periods of fun (wow, look how cool this power is!), then go back to waiting (grinding) again for the next one.

    Some people enjoy the rides enough to not care about the lines. Some people get annoyed that with a 10-hour visit they wait in line for over 9 of those hours. For me, it depends on the company I have while I'm waiting.
  18. Quote:
    Originally Posted by DefenderOfFlames View Post
    Thanks for the "ProTip"/looking out for fellow CoH/CoV'ers. I didn't know about that. :-)

    P.S. I gotta learn to multi-quote...haha, sorry for all the posts that could easily be put into one post.
    Right next to the quote button is a little toggle button for multi-quote. Click it on all the posts you want to quote, then click the quote button on any one of them.
  19. Quote:
    Originally Posted by Aggelakis View Post
    Power Sink is auto-hit, so you don't have to worry about missing with it. Unenhanced, PS returns 25 points of endurance per enemy. With one even-level SO (or a level 25 IO), you get around 33ish points of endurance per enemy.

    It's once a minute without any recharge enhancements/bonuses/buffs.

    Power Sink is ridiculously worth it if you have ANY kind of endurance issue at all.

    It's even worth it if you DON'T have any endurance issues, as it drains your enemies of endurance and makes them unable to use their big attacks, and negates endurance recovery to boot!
    Just expanding on this a bit.

    The -recovery part of Power Sink isn't a 100% chance (it's 30%) and can't be kept indefinitely (it only lasts 4 seconds), but even still keeping your enemies at low endurance helps a lot in limiting the number of incoming attacks. Especially if you slot Lightning Field with one or two slots for Endurance Modification, which will drain the endurance that normal mobs up to +2 recover between ticks - they start just using Brawl and weaker attacks because it's all they have endurance for.

    For Brutes and Tankers, it's also an autohit taunt on up to 10 things around you, which is useful to keep things on you if your to-hit is floored or the mobs are high defense, because Lightning Field and Gauntlet attacks need to hit.

    Then you add in the unlimited endurance (the more recharge you have, the more end you need, but Power Sink recharges that much faster too) and it really becomes a question of why you'd skip it instead of why you'd take it.
  20. Quote:
    Originally Posted by TrueMetal View Post
    Citadel is the worst thing in this game.

    It's the same map filled with the same enmies over and over and over again.

    It's like farming but without the purple drops.

    And I hate farming. Even with purple drops.
    The same thing can be said about Synapse, only it's longer, you're even lower level, the mobs drain your endurance and recovery*, plus as a bonus to having more defeat all missions, one of them uses a bugged map that a spawn frequently loads outside of on large teams.

    I prefer Dr Q's long string of ridiculous defeat-alls and hunts just because there's some variety, and put Citadel over Dr Q just on the basis that for people who run TFs for xp it's no more boring than running paper missions for the same level range.




    * - at a level where the endurance drain and recovery is capped to stupidly low levels; WHY does this cap scale with level?!?!
  21. The team took 37:27 on the one I was on last night, but Fatespinner was in the back of the map, so that added a few minutes - personally I love the times when he pops up in the first spawn, 100' from the door. I know of two other Numinas that were running at the time just from watching global chat, but they started a touch before ours.

    Other than the invasion events - which affect every hunt, so changing the hunts wouldn't help - really not seeing the problem.
  22. Quote:
    Originally Posted by Johnstone View Post
    See, I thought it was constipation. Figured maybe BM was too hard and you needed some stool softeners.

    I really think they should have thought a little harder on naming Battle Maiden. The current acronym/abbreviation just leads to terrible jokes like that. They could have just named her War Maiden and avoided any bowel movement jokes entirely.
    That's why I call it the Weekly Task Force instead of Weekly Strike Target: it makes a much better acronym. Especially when you're usually running them with a pug.
  23. The rain would be Ice Storm.

    And to answer the OP, it depends on how you're looking at it. Corruptor Blizzard can be the highest single-click damage power available to players in the game in corner cases and yes, it's extremely impressive when damage capped. But Blizzard isn't even usually the top damage-per-click power, nukes are terrible for AoE damage over time - even when you toss in Ice Storm on top of it - and it's not great for "burst" AoE damage since it takes 15 seconds for each of them to deal their full damage... although it does have the advantage of being able to work around the target cap because of the sheer number of ticks of damage.

    I wouldn't call it the most AoE damage in the game, though; Ice Storm and Blizzard are nice but other sets put out more AoE over the course of a mission.
  24. Hm... after the Apex Task Force, I logged off to go get something to eat.

    But before the Apex Task Force, I made sure to tell the person saying they'd never run one before to stand inside the blue fields for the bonus recovery against BM. >.>
  25. I started just after issue 7 came out when a friend bought me the box for City of Villains to lure me in... kindof "the first hit's free" sort of deal. So here's a not-so-brief history...

    My first character was a Rad/Rad Corruptor (named, you guessed it, Siolfir). Once she got into the low 20s, I made my second character - Mister Grimshaw, a Robots/Dark MM. He was deleted in the teens (after I got the title "The Terrible", which was the whole point in making him!), in large part due to my dislike of the running and jumping animations for the male model and in small part due to finding myself always out of endurance because I felt I had to always be doing something other than hitting binds that said "do I ever kill anything?" and "would you guys quit shooting me?".

    My third character was a MA/Regen Stalker that I don't even remember the name of anymore who very slowly made it to level 28 before being deleted after being two-shot by a Warrior boss because I assumed Instant Healing meant I'd have time to do a CAK after Assassin's Strike (nope!). I've been fond of defense secondaries on Stalkers ever since (although I do now have another MA/Regen Stalker on another server at level 43; I learned that I have to pay a little more attention with her than my /Nins tho! ).

    While the Stalker was in the teens Siolfir got to level 34, and I got tired of what I saw as "plinking things to death" with Neutrino Bolt and ended up deleting her and made an Ice/Rad Corruptor named Frigid Waste that was my first 50 - she flew through levels even when soloing, and I was asked to team a lot from people wanting to kill AVs. Once the first batch of free transfers came around, she shifted servers a couple of times to come back to Infinity as Siolfir.

    When Frigid Waste was still level 28 I teamed with a kinetic for the first time and discovered the joys of Speed Boost. I immediately made Frozen Rush (Ice/Kin Corruptor) after that team, and she got to 50 but never gets played anymore although she still has my personal fastest time to get Elusive Mind: it took around 20 seconds after the Rikti started showing up in her first raid (she got the bombs during that one, too!). That was when you could target them while they were teleporting in, and Fulcrum + Ice Storm + Blizzard got me both Sentry and Chief before the Blizzard stopped falling.

    After Frozen Rush was my first Brute, an Electric Melee/Electric Armor named Tara Volt that I took neither Tough nor Aid Self on, and still managed to do just fine with, but stopped playing a lot when I started running into lots of EBs and AVs in the 40s because I felt like I was just plinking away again... so I made Saveur du Mois (EM/Elec) and never felt like I was plinking anything (but myself) to death with her.

    Knowing I was going to take Energy Transfer, I took Aid Self for her, and then smacked myself for not taking it on Tara. She's also the first character that I tried to get all of the accolades on, and tried to get them asap - Force of Nature really helps endurance woes before Power Sink, and who needs Power Surge when you've had Demonic Aura since level 6? Saveur ended up being my second 50, but found herself not being played much even before the EM nerfs because I spent too much time using Aid Self to get the full damage potential out of ET (lowering my overall damage to where I may as well not have had it); instead I made a SM Brute and once the nerfs came and the entire feel changed I only kept her because she was my badge collector. Energize let her worm her way out of retirement, and moderately heavy IO investing has me tolerating the slow animations better and she's played as much as any of my 50s.

    And that's probably more than anyone's likely to read, let alone care about, so I'll just wrap it up there.
    So, the TL;DR version of my first 6 chars:
    • Rad/Rad Corr (deleted at 34)
    • Bots/Dark MM (deleted before 20)
    • MA/Regen Stalker (deleted at 28)
    • Ice/Rad Corr (first 50!)
    • Ice/Kin Corr (retired at 50)
    • ElM/ElA Brute (retired at 50)