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Posts
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We can only hope that not only defeneders who don't but others who don't pick up on leadership pools. I love walking into a team and seeing 5 or more stacked maneuvers, assault, or tactics. So much fun to be had there.
On another note, even though I think I will go with my previous post on powers I did toy around with the idea of Absorb Pain, Shockwave, and Amplify as other alternate powers. I don't really worry about stealth + ss cause between ss and the +stealth proc I have enough hideyness for my tastes. -
On the build Im working on it equates to 3 hp a second extra but the more regen you can fit without gimping yourself the better.
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Hey all, I have been helping a friend of mine with a SS/WP and I wanted to kind of poll some other brutes as to what you think is necessities for a SS/WP brute.
So far here are a low down of his bonuses.
Regen - 91HP a sec,
HP - 2708
Recharge - 50%
End Gain - 4.67
End Drain - 1.72
ToHit - 15.8%
S/L Resist - 52%
E/N Def - 35%
F/C Def - 32%
S/L Def - 20%
Those are just the major keypoints Im looking at. I was messing around to get the most regen/hp I could. The other bonuses were just Icing on the cake. So tell me, do these numbers seem good or do I need to rework a little? Also, to note he has all of the +recover and +regen procs slotted in auto powers, 3 +chance for endurance slotted, and the paneca proc slotted as well. Your thoughts on thing so far?
(PS. Haven't posted the build yet because its a work in progress and I rather enjoy tinkering with it here and there and posting it when I feel I'm done) -
Quote:The better question is why wouldn't you respec. You get to keep the fitness pool, you get three additional power and the whole fitness pool will likely be active at a lower level making exemplaring better. They have already said that until you respec you will not have access to the new inherits when its released.Why would they respec? If you can wait for Stamina at 20, surely you can wait for Transference at 26 -- and besides, if you're spending your time on large teams, the Vigilance discount means you usually don't have endurance problems even with neither.
Now, as for your question psy I think I know what Im taking
Recall Friend is getting moved to a much lower levvel,
-Amplify will be added
-Combat Jumping is getting add (yea for SS + CJ)
-Telekinesis is getting put it. I honestly love this power and have been trying to find an effective way to add it in. With 3 new power slots it just became easier. In addition, I was able to tear a slot away form Hasten because I fit another LOTG in CJ. Now this one will be 2 slotted with End Red -
After that announcement at PAX with the Fitness Pool becoming an inherent set freeing up at least 3 powers what powers do you think you will be adding?
For me, I think I will be adding Combat Jumping, Amplify and Telekinesis. What all powers will you guys be contemplating?
btw, here is the link to where I heard my info
http://boards.cityofheroes.com/showt...=1#post3181096 -
Well, one thing they could do is do and enhancement overflow bag for respecs. I mean, if you could have a bag to hold up to say 20 or 30 enhancements that cant be added too unless your doing a respec. This keeps people from using it as an extra bag for enhancement but for people doing a respec they could leave the enhancements in there until they could store them in to an SG base or sell them off.
If there needs to be an addition limit to you could set it so that the bag only exists for x amount of days like email to help prevent hoarding. -
No doom, now that I re-read it you and me were on the same page. I apologize, it was a bit late for me. As for the recharge vs. defense. I agree, if your on a team more often then not then bolter your recharge for the greatest return on your powers.
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Well, I don't have a kin/psy but I can tell you about my experience with kin/?.
As for the travel powers, I find that having siphon speed, sprint, and ninja run are all I need. In fact, I have been known to skoot around with siphon speed and hover. The inertial reduction was nice for awhile but eventually I spec'd out of it.
As for picking your power from kin two are easily skippable. Inertial Reduction and Repel. Sure both have there uses but are very limited in them. The other power that is up for debate by some is Siphon Power. Some don't see a use for it after they Fulcrum Shift but there is. On Av's who have less of a spawn around them or tough targets its nice to be able to at least reduce there damage output even if your not benefiting from the damage bonus. Not to mention there is usually one blaster on the team and they always love more damage. I will say this, having it makes your lower level soloing days much nicer.
Last thing I want to say is I have recently starting fitting more DEF into my build and it helps so much. Kins tend to be an aggro magnet... at least for me... I swear the games out to get me XD. So when you finally get to that magical number 50 you may want to look at adding IO's to your characters diet of awesomeness.
One last note, while I like snipes, I think it is something that can wait to a higher level. Make it so that you have a more sustainable attack chain when you can first. I would have Transfusion, Mental Blast, Subdue, Siphon Power, Siphon Speed, and at that point you could go for a PP attack like Air Superiority or Increase Density if you team more. After that hit up Psychic Scream and then Speed Boost. Psionic Lance is good in some uses but you can easily put it off till post 20.
Anyhow, good luck with your Kin/Psy. -
I think your position over Healing Aura is a bit incorrect. Yes I will agree that it does have a slower recharge and less healing. However, it is a PBAoE heal that not only hits you but those around you. Depending on the people around you that cumulative is greater then either of your heals allowing you to heal a wider amount at once. In addition, using it to keep players topped off and help will keep you from having to spam the heal buttons. Yes, with the current set up you have you could probably keep a tank from face planting with ease. However, having HA allows you to actually mix it up and get into melee range when needed to support more then one character at a time. Not to mention since your already taking PBU your HA can become a beastly heal for all those standing around you.
Again, your experience in city may or may not be different and I certainly understand the need to play a style that fits who you are. However having said that I still have to wonder if you have actually tried using HA or just looked in mids, saw a lower number, and played dump the chump with it.
I will agree with Doom when he said it was an interesting build. Also, I personally use Doctored Wounds as well. Have you ever seen a fire/kin with capped regen? That mondocool can be truly epic. Heck, anyone with soft capped defense and AB is almost invisible to your radar because when they do take damage they are back to full in no time flat. Just putting that one out there. Also, the Endmod/Recharge from either Performance shifter or Efficacy Adapter will push AB over the nuke level easily. If you added the extra slot it would be and even more epic power, if not then its nothing really to worry about cause in my personal opinion you have doctored wound in there and its a fantastic set for the power.
Now, the one spot I sorta do and don't agree with doom on is the +Def/+HP argument. I agree that you need to focus on one or the other but I find that your going to get a lot more mileage out of the +Def then +HP. Now having said that, 10% def is alot better then having no Def and if I could keep my utility and fit in the S/L Shield from scorpion I would. However, I more partial to having a quick hold in dominate and my +psi res/KB res atm.
Anyhow, I hope you find the advice your looking for. I am even tempted to throw together a build to post here. Good hunting to you -
@Doom Guide: Awesome trick there, I had never thought about that. Thanks for the tip!
@Fulmens: Thanks for the heads up, I had a feeling something like that was gonna be said but I needed to hear it. Thank you for the advice.
@All: Thanks for the help guysTime to respec. On the plus side, I don't have to spend nearly as much on the LoTG sets now that I'm going to be using Red Fortune.
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I found that even taking the GW Res Shield that you can easily soft cap your AoE and Ranged def and still have a respectable 35% to Melee. Not to mention that with the build I had you get 66.4 Res to S/L and 28.3 To Negatic and 26.4 to Toxic.
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I have a few questions about your build:
Why no healing aura? Sure its not as heavy a heal as Heal Other or Absorb Pain but outside of regeneration aura is the other real method of healing yourself. Not to mention, when your doing Pylon Raids, Rikti Raids, Zombie Raids, or any other type that cause heros to bunch up it can be quite useful to not only help keep your team mates alive but yourself and other teams as well.
Attack Slotting: I see that you have an ok boost to your damage, personally I prefer to cap it off but I must ask even though your getting a 7.5% bonus are you sure that you really want to slot for KB. Now, don't get me wrong, I love copius amounts of KB. I just find it hilarious. However, thats primarily solo. Now, I'm not assuming your skill level with KB but if you are not sure how to handle it then its probably not a good idea to enhance it even if it is for some of the global bonuses.
Recovery Aura: In my personal opinion I feel as if you have too many slots in it. Usually 3 recharge IO's are more then enough. I have found that unenhanced it takes care of most if not all heros aside for ones that just got done with a nuke. Could probably shave off a few IO slots here, at least 1 or 2.
Recall friend and Teleport: Now, unless you are trying to go with the HP bonuses then you may even be able to shave some slots from these. If you are I would suggest switching them around so that when you teleport someone else they are stealthed. In addition, to keep the stealth for yourself then just run sprint with Unbound Leap or Celerity: +Stealth.
Now, you may have noticed that I suggest shaving off some slots from certain powers. Because of this you may be asking yourself why should you. Well here are some things you could do with that.
1 Extra slot into Adrenaline Boost with a End Mod in it would raise it from 800% to 1139% which if Im not mistaken is enough to take one person from -end to +end after a nuke. If I am wrong on this then please someone correct me.
2 Extra Slots in health are a great place for the Panecea Proc and the +Regen proc if you wish
1 Extra slot into Vengeance will take it down to 106 second recharge as well as providing a 34% Defense buff and 15.3% ToHit buff for those in range
1 Extra slot in Temp Invulnerability will allow you to slow a -KB proc on yourself keeping you from bouncing around like a piece of popcorn. As an alternative you could slot an additional 3% Global Defense proc from Gladiator Armor.
Now these are just some of the things you could gain by giving up a minimal benefit. Again, these are just suggestions and its your $15 bucks a month so play the way that you want to play. Hope this helps some. -
Everyone here probably has a different buffing order. Its just how the game goes. You really have to monitor how your team is doing to tell who really needs it. Example, if I have a Scrapper who I have to keep heal bombing to keep up because they can't handle the mission as well as the blaster who is hovering in the corner with a large mob and laughing then Im going to Fort the scrapper.
Now, when I am not sure how the team is going I do have a small list of how I do buff.
1. Defenders / Corruptors - Instead of using fort Offensively, I use is Defensively so that instead of having to be as reactive with heals I can be proactive with damageThat and I have a tendency to buff the buffers first
2. Controllers / Dominators / Masterminds - These guys will help make your job easier too. Namely the Controllers and Dominators IMO because if they are controlling the baddies then they aren't hurting others. I also listed MMs here because they can be quite sturdy and squishy but untimely the pets help to divert aggro from you and your team as well as the MMs buffing ability.
3. Scrapper / Blaster / Stalker / Brute
People are surprised to see them so low on my list. I play mostly high level content and by that time the blasters I know seem to already have all the tools they need to keep themselves up. However, in lower level content this isn't always the case. Even still, I find that by keeping the first 2 lists forted helps them to keep me and the rest of the team in good health. Defending is about good teamwork and allowing them to do there thing will allow these guys to safely blow stuff up.
4. Tanks / Villian ATs
Now, I list tanks at the bottom because for the most part they get the least benefit from fort on average. However, there are times when you still want to have fort on them. Tanks are the meaty wall that help keep me and you standing from the baddies but they like to do more damage too and now with busing they can assist the team more with that -20% res but they still need to hit. So, if you find your tank is taking a little more damage than needed or everyone else is good and you just want to make him tougher then toss it on him. Heck, there are some tanks that I toss it on because I know that they can be offensive giants. (I know, snicker and point but its true) As for the villain ATs, I don't get to team with them often but most of the ones I've met have been rather sturdy.
Now, in the case of Kelds they can jump from 3 - 4 in my book, again it really depends on how they are playing.
I hope explaining my reasoning helps but again you will develop your own style. Some use Fort offensively, some use Fort Defensively, some use it as a mixture and some are so busy being blast happy they forget that they have it (points at self ~guilty as charged~). Again as always, YMMV. -
Well, Im sitting here playing with the build I made for my kin and hes sitting pretty happy right now at a 45% S/L def and a 41% Ranged. Now.... I was curious. If I were two replace two LOTG sets with two full sets of Red Fortune I could still keep my S/L Defense and get my Ranged Up to 45% easily. The only setbacks Im seeing is a slightly decreased regen, A small hit to recharge of about 5% still leaving me with 88% global recharge bonus, and my global accuracy bonus goes from 66% to 57%. The recharge and regen loss are fine to be because of Siphon Speed and Transfusion but the only thing that bothers me is the loss in accuracy. Now I have tactics and a proc pumping out a 23.5 ToHit Buff so I'm thinking that should be enough for the most part but I was curious what you other number crunchers had to say?
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I personally have a Sonic/Dark at 43 atm. Its not a great combo but not a bad combo. Its lends a little to your own defense and alot to the defense of others. The way I look at it is that the more to-hit debuff your throwing around the less your getting hit and the less your team is getting hit. However, when they do get hit your powers will already be there to soften the blow. Its nice because you get the self heal and the two cones. The only bad part I have atm is end reduction. You need to slot for that or you will be a end junky even with stamina. Especially if your like me and your crazy and run tough and weave XD
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While I have not dual boxed it I have played it to 50 (points to forum name) I must say I love my emp/sonic and I can only imagine what would happen if I had two. Between perma AB and alternating auras your pair would be godly. Immagine easily soft cap defense, amazing regen for when you do get hit, a nice to-hit and damage buff, and awesome mez protection. Thats not even mentioning the offensive might that is sonic. The only thing you may not like is that sonic is mostly a single target set. The few aoes it has are more for utility than for damage. All I have to say is have fun being an awesome pair
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I can also vouch for /sonic. Now, the only thing I will say is that your gunna feel kinda slow at +6 or more spawns, at least I feel like it. Now, what I can say is you will see AV's and EBs melt under your awesomeness between keeping the damage of your team mates up and the resistance of your enemy lowered. I will say this, shoot for the soft cap on S/L defense and you will see your survivability rise in melee range for sure. Currently I have 45% s/l and 40% ranged with hover and I have been doing good. I do carry quiet a few break frees on me cause mezes are what takes my defenses to about 5% XD
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Hate to point to my own post but here is how to change the tanker HP cap here.
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Yeah, I had downloaded the new one and noticed that. It can't be helped, sure the dude was busting it to get the update out as it was. No big though, MIDs gives us all the tools we need though right.
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Just thought yall might like to know how to do this since I didn't see it on the update for mids:
From the top menu go to :
Option > Advanced > Database Editor
Now, with the window that pops up on that click Main Database Editor
Now, in the filter at the top click and change it to Archetype Classes
Find Tanker, click it, and click edit
To the right you will see Hit Point Cap, change it to 3534
Hit ok, save the changes and load or reload your tanker and you will now have access to the new tanker HP cap. Hope that helps all the number crunchers.
If your were wondering why I was doing this, I was playing with mids with a morbid curiosity to see what it would take for a willpower to reach it and I did >.> -
So, just kinda curious, is anyone else excited that we can now get a S/L epic shield? I personally think its gunna be awesome outside of a FF def since they already have a handle on the +def awesomeness. I was testing the numbers in mids and was ridiculously easy to make a Kin/Son with softcap defense and still have all of the tastiest abilities from kin and son except for maybe Siren's Song (personal fan of that solo and it will be missed). So, as far as APP and PPP do you think your hero will be sticking with what they got or taking a special mission to infiltrate the villian patrons and take them for your own to bring back to paragon. Discuss
(Also, while they may or may not be the official numbers for the patron ports here is a link to how I made it so I could at least try the PPP in my builds,This post tells you how.)
((Also Also for those curious who have weak searchfu here is the link to how there handling PPP's and APP's in terms of who is getting what. APP Proliferation)) -
Thanks for that little bit of info. I have been using to reverse the process for my villians as well. Very helpful
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Ok, first thing I want to ask is, Why Recovery? With Empathy I find that it is much much better to go with Global Recharge bonuses. The reason is your buffs, auras, and other tools come up much quicker. Empathy is at its core reactive but it can also be a proactive set. However, to get it to the point where its more proactive as opposed to reactive then you need a good deal of recharge. The Emp/Sonic I have been main-ing for the past 2 years now has recharge stacked on recharge.
Now, I hate to sound critical but there are alot of poor slot choices here. The PVP IO sets are ridiculously expensive atm to be using in the manner you are. The unless your an overnight millionaire. I can understand wanting to spend alot on a toon if its gunna be your main, mine has 5 sets of purples in him and quite a few LOTG + rechages.
Also, one last question to ponder before I continue. Why pass up Psychic Scream? Its a pretty solid cone and not to mention that it comes with a two-fold benefit. By reducing the recharge rate of your foes its harder for them to damage you and your team mates and by damaging them they die faster and the best form of mitigation is a dead enemy. Now, I am no expert on Psychic Blast, my thing is Sonic Blast. However, I couldn't see why you want to skip PS unless your intentionally trying to focus on ST blasts.
Now, since Im not sure why you picked the attacks you have I have simply edited your current build with something that would be a bit better in my opinion. Note that I did change the level at which you get power sink so I could get you better slot bonuses. Now, I did incorporate purples which are expensive but no where near the cost of PvP IOs atm. Anyhow, here is your build+
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
MoP: Level 50 Natural Defender
Primary Power Set: Empathy
Secondary Power Set: Psychic Blast
Power Pool: Flight
Power Pool: Fitness
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Electricity Mastery
Hero Profile:
Level 1: Healing Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(3), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 1: Mental Blast -- Apoc-Dam%(A), Apoc-Dmg/Rchg(11), Apoc-Acc/Dmg/Rchg(11), Apoc-Acc/Rchg(15), Apoc-Dmg/EndRdx(17)
Level 2: Heal Other -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(7), Dct'dW-EndRdx/Rchg(7), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9)
Level 4: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(17), Mantic-Acc/ActRdx/Rng(19), Mantic-Dmg/ActRdx/Rchg(19), Mantic-Dmg/EndRdx/Rchg(21)
Level 6: Resurrect -- RechRdx-I(A)
Level 8: Clear Mind -- EndRdx-I(A)
Level 10: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(21), Winter-ResSlow(50)
Level 12: Fortitude -- LkGmblr-Rchg+(A), HO:Membr(13), HO:Membr(13), HO:Membr(15)
Level 14: Fly -- HO:Micro(A)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(25), Mrcl-Rcvry+(25), Mrcl-Heal(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-EndMod(34)
Level 22: Recovery Aura -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Will Domination -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(40), Decim-Dmg/Rchg(40), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(43)
Level 26: Regeneration Aura -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(27), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(29), Dct'dW-Rchg(29)
Level 28: Psionic Tornado -- Ragnrk-Dmg/Rchg(A), Ragnrk-Dmg(34), Ragnrk-Acc/Dmg/Rchg(37), Ragnrk-Acc/Rchg(37), Ragnrk-Dmg/EndRdx(39), FrcFbk-Rechg%(46)
Level 30: Recall Friend -- Range-I(A)
Level 32: Adrenalin Boost -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/Rchg(33), Dct'dW-Rchg(34)
Level 35: Scramble Thoughts -- Amaze-EndRdx/Stun(A), Amaze-Stun(36), Amaze-Stun/Rchg(36), Amaze-Acc/Stun/Rchg(36), Amaze-Acc/Rchg(37)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39), RechRdx-I(43), RechRdx-I(46)
Level 41: Electric Fence -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(42), GravAnch-Acc/Rchg(42), GravAnch-Immob/EndRdx(42), GravAnch-Hold%(43)
Level 44: Charged Armor -- S'fstPrt-ResKB(A), HO:Ribo(45), HO:Ribo(45), HO:Ribo(45)
Level 47: Shocking Bolt -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(50), Lock-%Hold(50)
Level 49: Power Sink -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A), HO:Micro(46)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 6: Ninja Run
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Hasten, I hated to slot it that high but I know I love my perma-hasten
Psyonic Tornado: I tossed in a chance for +Recharge so that you can get some of your key powers back faster from time to time.
Shocking Bolt: I don't know if your familiar with IOs that can proc but I placed an IO in your Shocking bolt that has a 15% chance to add an extra +2Mag to your hold. That may not sound like alot but in practice it has saved my butt when it proc'ed and allowed me to one shot hold a boss.
Sprint- I left a stealth IO in there so that whether your floating, running, or flying you can have some stealth to help avoid aggro as long as sprint is on.
Hover- I used this as a bonus monster for you. While you hover you get increase To Hit and protection from recharge reduction which is nice. The recharge bonus in the power is always on.
Those are the major notes on it. Hope this helps some, if you have some questions or just wanna kindly tell me to flip off XD You can either post here or send me a message and I'll be glad to help. -
I was looking to make a Mind/Earth and so far in the lower levels I'm loving it. Now, I have seen and heard a lot of talk about Terrify which is an awesome power from what I can tell. I know I love having it on my Mind/Sonic controller. However, with my paring with /Earth having a lot of decent ST melee attacks I wonder if leaving Terrify out of my build would be a bad idea. What are your thoughts on the power then, please share.