Vimes_NA

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  1. Time's like black, it goes with anything.
    Controllers can take advantage of more aspects of time than other classes (long recharges, end hungry, pets to buff/heal).
    Defenders are going to have the biggest numbers.
    Corruptors are going to put out the most damage (though I think of time as more of a buffing/migation set, so it rounds them out more than it enhances them).
    Masterminds are going to really take advantage of some things (buffs, healing, migation) and have a lot of aspects go to waste (end and recharge).
  2. Well, I wrote out something longer with lots of numbers and comparisons... but the forum ate it . So here's the short version.

    The downsides I see as fair in exchange for flexibility

    • The set lacks aim.
    • It has a commonly resisted damage type as part of all of its attacks. Remember that someone is attacked by an attack with multiple damage types they will use whatever defense value is highest.
    • It has weaker secondary effects than the sets its ammo types model (Cryo Ammo has 3/4ths the slow/-rech and 4/5ths the duration of ice blast).* This is exacerbated by the fact that if you slot to enhance the secondary effects by one ammo type, those slots will be wasted when using a different ammo type.

    Problems with the set
    • *Incendiary Rounds are not adding a reduced % of damage compared to the extra damage the Fire Blast set gets. This is acting as a crutch for the next problem while making them substantially more useful than the other ammo types. It should probably be reduced when/after other issues are fixed by maybe 1/3rd (or replaced with a different effect. Call them hellfire rounds and make them give a minor -res debuff or whatever).
    • 70:30 Lethal:Elemental is low compared to other mixed damage sets (Ice Blast, Sonic Assault, and Energy Blast) which generally have 50-80% elemental (thanks to all the extra damage added by fire rounds, they get about a 54:46% lethal:elemental ratio). This also makes the different ammo types largely irrelevant when dealing with enemy resistances. 50:50 lethal:elemental seems like it would be fair.
    • Damage is in line with low activation time powers, but the powers themselves have high activation times (see next section). Any time I suggest cutting an animation, be aware that I consider increasing the power's damage proportionally an equally legitimate (if less desirable) solution. This ties in with the next point.
    • Standard (lethal) Rounds are not giving the same bonus with all attacks, which removes a tool for balancing. If they had a consistent effect, such as -def, other secondary effects such as knockback could be used to balance out individual powers instead of relying only on damage/animation/recharge.

    Problems with powers
    • Pistols - attacks with Incendiary/Cryo/Chemical Ammo need to apply their secondary effects. There isn't really anything about this power that seems to warrant not having them.
    • Empty Clips - has the animation time of a high damage cone (2.5s breath attacks), the damage of a fast cone (1s), and lacks the extra secondary effects/width/depth of medium cast time cones (2s). Either cut the cast time by 1-1.5s or cut the animation by ~0.5s and make the cone bigger (or use secondary effects. See comments on Standard Ammo in previous section).
    • Chemical Ammo - since the debuff has a small magnitude and duration it's hard to stack it to useful levels for a blaster, and requires full time attention to keep at a useful level as a corruptor or defender (in which case you might as well use Incendiary Ammo). If animation times get reduced that will solve this problem. If not, I think a small magnitude buff is warranted (going by the reasoning that magnitude would increase the net effect more gradually than a duration buff). Edit: It would be interesting (not critical though) to give it a small -special effect (the opposite of power boost) or -regen to make it a bit more distinct from cryo ammo as they both generally fall under the category of damage mitigation.
    • Bullet Rain - has a longer animation (2.5s) than rain patch powers (2s), and the damage of a fast cast aoe (1s). In this case I think the best solution is to reduce the animation time by 1-1.5s. If there's one power that I think is best to fix by changing the animation time, this is it.
    • Executioner's Shot - Damage is in line with similar powers, but the animation is far too long. It needs to be faster to be part of a single target damage chain (Shout from Sonic Assault need the same thing). Either cut the animation by 1-1.5s to bring it in line with Blaze and Bitter Ice Blast, or cut the animation by a 0.5s and add a strong secondary effect to bring it in line with the likes of Cosmic Burst and Will Domination.
    • Piercing Rounds - For some reason they're getting a smaller boost from Incendiary Ammo compared to other attacks. It's kind of a weird power, the ranged version of a melee cone, but I thinking having a long animation on it is fine. Kind of a wish list thing, but it would be nice if they did -res with all damage types instead of or in addition to their regular secondary effects. As someone who generally enjoys gun-fu and the animations in this set, even I think this animation looks absurd
    Things I think are fine
    • Dual Wield
    • Suppressive Fire
    • Hail Of Bullets
    • Cryo Ammo (aside from not having a high enough % cold damage)
  3. Quote:
    Originally Posted by Necrotech_Master View Post
    for fearsome stare i think ive heard the ATOs work well in that power (the proc should fire almost every time), before ATOs were out i used to use glimspe of the abyss for rech bonus and dmg proc
    I've been wracking my brains about where to put my ATOs. The problem with putting it in fearsome stare is that 1) do I really want my fear power doing damage thus negating it's ability to stop alphas and 2) it's a terrific -hit power that warrants slotting.
    I want to get some damage out of dark grasp, so not there. Shadow field and living shadows would benefit more from lots of procs imo. Heart of darkness isn't really bread&butter enough. Possess already has coercive persuasion, and I don't want a damage proc in it anyway because it draws no aggro.
    I think I might drop 5 of them into heart of darkness, and then put the proc somewhere else (probably living shadows).
  4. I'm taking everything except black hole and shadowy binds, but then again I have 3 vet attacks.
  5. I'm guessing Lassie and Casper are the ones that are going to stick.
  6. Quote:
    Originally Posted by Weatherby Goode View Post
    Is water wet?
    Sometimes.
  7. Vimes_NA

    fort/nw builds

    I've got a fort/nw that I'm looking to respec one last time before switching to IOs. I don't have the money for any of the super-expensive stuff, but I've got enough to slot mako and posi (except for that expensive posi acc/dam/end) without regret. Here's what thinking of right now (General pve builds. I might take them to siren's occasionally, which is why i put off the aoe attacks, but that's not my main goal).

    For the NW, I've got 1 power and 3 enhances open and I was thinking of picking up elude (for endurance to last through av/eb battles), assault (going for a lot of +damage), or maybe gloom. I'm pretty happy with dart burst because, although it has a slightly lower dpa (activation), it looks cool and hits a lot of enemies (it also recharges fast and doesn't cost much endurance, I don't see what the big deal is with spin over dart burst). I'm not that impressed with eviscerate as I'm finding that it's big hit isn't all that big, and that i'm skipping it in favor of spamming dart burst+follow up+slash/lunge in groups, and a single target chain when solo. So i'd replace it with spin with the same slotting.

    I think the fort build looks ok. A little less concerned with defense and more with recharge (nearly perma mind link, outside of hasten recharge) because of all the control powers here. I found i'd like a bit more single target damage, so i threw in gloom to fill out the attack chain, but it looks like i should have a complete st attack chain without it after adding io's, so maybe it's not worth taking? I've been playing around with scramble thoughts and, to my surprise, found that i like it a lot against bosses. I'm considering keeping it because confuse takes so long to apply to bosses due to having to cast its long animation twice, but then again i'd probably use dominate if i wasn't just playing around with powers. Mask presence is kind of somethiing i just threw in there, but is there something else I should consider instead? If i keep it i could take the proc out of confuse (to keep it aggro free) and stay capped for range defense, and/or put a recharge instead of the proc in aura of confusion...

    So that's what's on my mind. Any (relevant) thoughts/comments/opinions are welcomed with thanks though (I can repost in a longer format if requested, but personally I prefer using short format so that's what I did).

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Night Widow Training
    Secondary Power Set: Widow Teamwork
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Medicine

    Villain Profile:
    Level 1: Poison Dart -- Dev'n-Dmg/EndRdx(A), Dev'n-Acc/Dmg/EndRdx/Rchg(3), Dev'n-Acc/Dmg(5), Dev'n-Hold%(7), Entrpc-Heal%(37), Entrpc-Dmg/EndRdx(43)
    Level 1: Combat Training: Defensive -- DefBuff(A), DefBuff(11), DefBuff(13)
    Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(27), Mako-Dam%(40)
    Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(13), RedFtn-Def/Rchg(15), RedFtn-Def/EndRdx/Rchg(15), RedFtn-EndRdx(48)
    Level 6: Hasten -- RechRdx(A), RechRdx(17), RechRdx(17)
    Level 8: Follow Up -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Acc/EndRdx/Rchg(11), Mako-Dmg/Rchg(27), Mako-Dam%(40)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Indomitable Will -- EndRdx-I(A), EndRdx-I(43)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Health -- Heal-I(A), Heal-I(50)
    Level 18: Slash -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dmg/Rchg(25), Mako-Acc/EndRdx/Rchg(25), Mako-Dam%(34)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Foresight -- DefBuff(A), DefBuff(23), DefBuff(23)
    Level 24: Mask Presence -- RedFtn-Def/EndRdx(A), RedFtn-Def(43), RedFtn-Def/Rchg(45), RedFtn-Def/EndRdx/Rchg(46), RedFtn-EndRdx(46)
    Level 26: Mental Training -- Run-I(A)
    Level 28: Mind Link -- RedFtn-Def/EndRdx(A), RedFtn-Def(29), RedFtn-Def/Rchg(29), RedFtn-Def/EndRdx/Rchg(37), AdjTgt-Rchg(45), RedFtn-EndRdx/Rchg(46)
    Level 30: Lunge -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(34), Mako-Dam%(39)
    Level 32: Eviscerate -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(33), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Sciroc-Dam%(34), EndRdx-I(40)
    Level 35: Dart Burst -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Dam%(37), Range-I(42)
    Level 38: Aid Other -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(39), Heal-I(39)
    Level 41: Aid Self -- H'zdH-Heal/EndRdx(A), H'zdH-Heal(42), Heal-I(42)
    Level 44: [Empty]
    Level 47: Placate -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
    ------------
    Set Bonus Totals:
    • 21% DamageBuff(Smashing)
    • 21% DamageBuff(Lethal)
    • 21% DamageBuff(Fire)
    • 21% DamageBuff(Cold)
    • 21% DamageBuff(Energy)
    • 21% DamageBuff(Negative)
    • 21% DamageBuff(Toxic)
    • 21% DamageBuff(Psionic)
    • 1.56% Defense(Fire)
    • 1.56% Defense(Cold)
    • 7.5% Defense(Energy)
    • 7.5% Defense(Negative)
    • 15% Defense(Ranged)
    • 3.13% Defense(AoE)
    • 21.3% Enhancement(RechargeTime)
    • 18% Enhancement(Accuracy)
    • 88.3 HP (8.25%) HitPoints
    • MezResist(Held) 13.2%
    • MezResist(Immobilize) 19.8%
    • 5.5% (0.1 End/sec) Recovery
    • 32% (1.72 HP/sec) Regeneration
    • 5.36% Resistance(Fire)
    • 5.36% Resistance(Cold)
    • 3.13% Resistance(Negative)


    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Arachnos Widow
    Primary Power Set: Fortunata Training
    Secondary Power Set: Fortunata Teamwork
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Telekinetic Blast -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Entrpc-Heal%(31)
    Level 1: Combat Training: Defensive -- DefBuff(A), DefBuff(11), DefBuff(17)
    Level 2: Subdue -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7), Entrpc-Heal%(37)
    Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def(9), RedFtn-Def/Rchg(9), RedFtn-Def/EndRdx/Rchg(11), RedFtn-EndRdx(34)
    Level 6: Hasten -- RechRdx(A), RechRdx(19), RechRdx(19)
    Level 8: Hurdle -- Jump-I(A)
    Level 10: Indomitable Will -- EndRdx-I(A), EndRdx-I(17)
    Level 12: Dominate -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(13), Lock-EndRdx/Rchg/Hold(13), Lock-Rchg/Hold(15), Dmg-I(15), Hold-I(27)
    Level 14: Super Speed -- Run-I(A)
    Level 16: Aim -- RechRdx-I(A)
    Level 18: Health -- Heal-I(A), Heal-I(46)
    Level 20: Stamina -- EndMod(A), EndMod(21), EndMod(21)
    Level 22: Foresight -- DefBuff(A), DefBuff(23), DefBuff(23)
    Level 24: Mind Link -- RedFtn-Def/EndRdx(A), RedFtn-Def(25), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(37), RedFtn-EndRdx/Rchg(46), AdjTgt-Rchg(50)
    Level 26: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A), GSFC-ToHit(27), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(46), GSFC-Build%(48)
    Level 28: Confuse -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(29), Mlais-Acc/EndRdx(29), Mlais-Conf/Rng(34), Mlais-Acc/Conf/Rchg(43), Mlais-Dam%(48)
    Level 30: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(31)
    Level 32: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Dam%(34), EndRdx-I(50)
    Level 35: Psionic Tornado -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Dam%(37), EndRdx-I(43)
    Level 38: Aura of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(39), Mlais-Acc/EndRdx(39), Mlais-Conf/Rng(39), Mlais-Acc/Conf/Rchg(40), Mlais-Dam%(40)
    Level 41: Gloom -- Dev'n-Dmg/EndRdx(A), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg(42), Dev'n-Acc/Dmg/EndRdx/Rchg(42), Entrpc-Heal%(43)
    Level 44: Psychic Wail -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Dmg/EndRdx(45)
    Level 47: Assault -- EndRdx-I(A), EndRdx-I(48)
    Level 49: Mask Presence -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
    ------------
    Set Bonus Totals:
    • 23.5% DamageBuff(Smashing)
    • 23.5% DamageBuff(Lethal)
    • 23.5% DamageBuff(Fire)
    • 23.5% DamageBuff(Cold)
    • 23.5% DamageBuff(Energy)
    • 23.5% DamageBuff(Negative)
    • 23.5% DamageBuff(Toxic)
    • 23.5% DamageBuff(Psionic)
    • 1.25% Defense(Smashing)
    • 1.25% Defense(Lethal)
    • 1.25% Defense(Fire)
    • 1.25% Defense(Cold)
    • 4.38% Defense(Energy)
    • 4.38% Defense(Negative)
    • 2.5% Defense(Melee)
    • 8.75% Defense(Ranged)
    • 2.5% Defense(AoE)
    • 5% Enhancement(Confused)
    • 35% Enhancement(RechargeTime)
    • 18% Enhancement(Accuracy)
    • 5% FlySpeed
    • 92.4 HP (8.62%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Immobilize) 4.4%
    • 12.5% (0.22 End/sec) Recovery
    • 58% (3.11 HP/sec) Regeneration
    • 5.67% Resistance(Fire)
    • 5.67% Resistance(Cold)
    • 5% RunSpeed
  8. I have a plant/fire and i can assure you fire provides plenty of aoe damage. Firey embrace+fire breath+combustion will take care of even con minions before the damage finishes ticking. Take whatever primary you want, just put recharges in fiery embrace.
  9. Quote:
    Originally Posted by Enantiodromos View Post
    You may or may not be right about it being too much (I don't think it would be, considering Mind has no hard control comparable to the 90 (or less)-second recharge hard controls Earth, Fire and Plant weild).
    (talking about MC)
    Mind has Terrify (I get the impression you don't like this one?), Mass Hypnosis (useless with plant's aoe damage, but useful to a mind controller), TD, MC, and TK (more so if it gets fixed). While none of these fill the 90 second hard control niche, together they provide more control than the 90 second+aoe hold. In theory.
    I kind of think of MC and TD as a pair to alternate off on spawns, whereas on other controllers the aoe hold is for when things get tough. A 120 minute recharge can be brought down to 45 seconds very easily, which makes it more of a staple power that I think MC's supposed to be. What would be the use of all those other control powers if MC keeps all the mobs locked down for the entire fight, and then is up for the next? It would mean extensive change to mind's other powers to keep them useful.
    But it would be really cool to have MC that often.

    Quote:
    I really do think bumping SoC's recharge to 90s would rein it in meaningfully without crippling it.
    90s is easily brought down to 34 seconds, which is fine, except that it's still stackable with the long duration. I agree with increasing the recharge to 90s, I'm just saying the duration should probably be cut back a bit as well. Since plant lacks a single target confuse, the downside of SOC would be that you can't control bosses or confuse resistant enemies (unless you land a crit or have domination).

    In both cases, I think the problem actually is duration. With the long duration of confuse it's easy to keep all your enemies under total control indefinitely when these powers are given regular recharges, which nobody is supposed to be able to do (the reason why aoe holds were nerfed so hard way back when). SoC's current implementation is weird because it doesn't suffer from this restriction, which is why it stands out as being so powerful.


    Quote:
    It might be better to boost size and maxHit, rather than reducing the end cost.
    (talking about TK)
    I would be so happy if they did this.


    I guess my main point about dimension shift is that the game is so fast paced that most of the time it just slows groups down, which is why people don't usually take it (even with competent groups). Making enemies invisible to counteract teammates who don't get intangibility makes it a "create your own ambush adventure."
    Hmm, what if it was a short duration intangibility and medium duration sleep?
  10. Let me preface this by saying my 50 mind/emp controller and 50 plant/fire dom are my favorite characters. I love both sets, possibly my mind controller a little more because that character has better hair.

    Quote:
    Originally Posted by Enantiodromos View Post
    If I were going to propose a solution, I suppose it would go something like:

    1) Cut MC's recharge back to 120 seconds. If there's still whining from mind controller players after that, they need to suck it up.
    1) This seems like too much. Three recharges and hasten cut that down to 45 seconds, which is easy to make perma with MC's long duration. Mind does not lean on MC the way plant does. It doesn't need perma confuse, but it does need containment.
    I think the main thing mind needs is its "bummer power" TK, to have its end cost reduced (like halved). This would give mind a reliable, if challenging, way to set up containment.

    Quote:
    2) Cut back Plant immob damage by 25% and raise end cost by 15% or something along those lines, and boost seeds' recharge up to 90 seconds so its availability is comparable to Flashfire, Stalagmites, Wormhole.
    2) The immobs do extra damage because they only work near the ground and are the set's only -fly powers. The only place I've found this to actually matter much is pvp, but that's a different discussion.
    A 90 second recharge is still easy to make perma, but at least it would reduce plant's pre-so advantage. Maybe shave a little off the duration too (make it 30).

    Quote:
    3) Cut the activation time on Propel, raise the damage on Lift to make it comparable to levitate, and modify Dimension Shift so that it is aggro-free, autohits targets with the translucent cosmetic effect, and makes successfully hit-checked targets fully invisible (so they can't be targeted for ST stuff by teammates).
    3) I agree with these except for dimension shift. This wouldn't solve the problem that almost nobody uses foe intangibility (because it usually makes fights last longer, even when your teammates don't waste their attacks). Like (i believe) most people, I have a hard time thinking of a way to make this power appealing without changing its purpose. If it had a short duration (5-10s) and a damage component (make it hit before the intangibility effect), or a debuff that lasts longer than the duration, it may be more popular.

    Something you said made me think of this, but I can't remember what it was:
    "We can forgive a man for making a useful thing as long as he does not admire it. The only excuse for making a useless thing is that one admires it intensely.
    All art is quite useless." -Oscar Wilde
  11. Quote:
    Originally Posted by TitanMan View Post
    Out of curiousity, how would sonic work?
    basically stacking absurd amounts of -resist from heat loss (30%), sleet (30%), and the sonic attacks (15% each) makes you a major damage booster on teams, and sirens song with benumb and infrigidate makes soloing very easy.
  12. Agree with dark, it fills the self heal hole and stacks with +def shields. Rad's -def isn't very important once you get sleet, and elec's end drain doesn't help most of the time.
    I prefer sonic on a /cold, but dark is my #2 choice.
  13. the defense from fighting isn't going to make a lot of difference because you don't have a lot to stack it onto. The closer you get to the softcap (45%) the more important the little bonuses become, and the farther away from it the less they do. Maneuvers is more valuable to a /cold than it is to a /therm, because the added defense is more valuable to your teammates. see Why is reaching the soft-cap so important?
    For aiding in survival, the medicine pool will probably help you the most (the -speed from cold will give you enough time to break line of sight and use aid self). Plus it also gives you stimulant or aid other, both of which are holes in cold's teammate support.
  14. i kind of prefer positron's chance for energy damage. chance for kd is silly in a power with kd protection, and the chance for hold is low magnitude and duration (8 sec, mag 2, 25%), which i don't think is worth it. I don't know if the proc is effected by domination though, if it is it may be worth it with permadom.
  15. [ QUOTE ]
    [ QUOTE ]
    Sometimes, people can't log in for two months straight for good reasons, like THEY ARE IN AFGHANISTAN SERVING THEIR COUNTRY, and they lose their stuff.

    [/ QUOTE ]Because it's such a surprise when you get sent on tour and as soon as the decision is made you get teleported across the sea with no chance to set things up for when you're gone...?

    [/ QUOTE ]
    Because when setting your affairs in order computer games are, of course, the first thing to spring to mind...
  16. Vimes_NA

    Tough decision

    you could also alternate which one you pay for each month. inactive accounts don't get penalized, and your characters even continue to receive day-job credit ( <--had account inactive for years while in college and came back to about 4 respec and 30-40 costume tokens on every char).

    personal opinion, mind is my favorite thing to play in the game (on my 'troller, haven't tried it on a dom).
  17. My thoughts after more testing:

    Propel can be used more in the late game because sings replace the need to be constantly casting something (depending on your seconday. Mine is storm and nothing i have in it needs to be spammed). with 5 damage so's i was doing somewhere between 1/3 and 1/2 of an even con minion's hp bar (without freezing rain). In larger fights when enemies die quickly, the animation time still makes it worthless (things often die before it hits) in addition to the fact that you will need to be using more of your other powers. I don't think the increase in damage has made it more viable as a team power, but it's now useable as a solo power after sings and early on. I also found it to be very good in pvp when the enemy was held.

    The new wormhole... i can put things close together before they all get knocked apart, and i can use it as a panic button to help me run away, which is what d-shift is for. Of course, none of the old utility. For pvp players tend to spread out and it can be used like the old wormhole. That's about it.

    D-shift in pvp-it's actually very useful against scrappers/tankers when on a team, giving you some time to let somebody else take care of the problem of magnitude, but it doesn't immobilize them (may just be due to the immob resist, or may not apply the effect. i didn't encounter other players i needed to use it on). Still the same in pve.

    Still have the control gap, wormhole is worse, propel is better but issues are still the same, d-shift is the same. I think propel should activate faster, the aoe wormhole should get a longer disorient, and the old wormhole should be added again and replace crush. Possible new order: lift, gravity distortion, crushing field, propel, new wormhole, d-shift, gdf, old wormhole, sings.

    just my thoughts... *shrug* i'm really curious as to what will actually happen.
  18. I strongly prefer the old wormhole. What i would like is either...
    1. change d-shift, lift, or propel (cone) into an aoe disorient and change wormhole back.
    2. increase the disorient duration and replace d-shift or propel with wormhole "classic".

    This leaves the problem of long animations on many of the powers, but that can be fixed another day (we hope). The damage increase to propel and strength of sings... eh, don't really care much, i won't think of propel as worth getting until it has a shoter animation time, Massive damage (which i don't think it should have), or good control applications. I very much doubt you could force me to take an aoe foe intangibility power, even if... well, i'm to tired right now to think of what, but it would be very difficult to get me to take it.

    But, to repeat the main point, please give us back a single target wormhole.
  19. [ QUOTE ]
    Personal Force Field The Personal Force Field is from the Defender/Controller Force Field Power Set. When toggled it will provide both a Defense Buff bonus in addition as well as a Damage Resistance bonus to all attacks except Psi. One can only use powers that will affect self. Hence one cannot attack while the PFF is active.

    Range: Self
    Endurance Cost: need more data, but approximatly the same as acrobatics, imo (Muldamai)
    Duration: Toggle
    Recharge Timer: 30
    Activation Time: 2
    Brawl Index: N/A
    Base Defense/Damage Resistance: Base Defense ?/28% Damage Resist to all vs Psi (Unenhanceable)
    EnergyStar's Recommended Slotting : 1 - 3 Defense Buffs 1 Recharge
    Muldamai's thoughts on BaseDefense: opinion only, I will submit 45%. I had 8 even level minions shoot at me for an hour to test it out, it looked like approximatly 1 in 20 attacks would hit.

    [/ QUOTE ]

    The estimated defence % is just plain silly and completely wrong. First, 5% to hit chance is the minimum (1 in 20). This is Always true for Everything, so no matter how high your defense is (say ten thousand percent), you will still get hit 5% of the time. Second, the to hit chance is partially dependant on level, so the mob probably had the minimum 5% chance to hit without personal force field. Third... well, i forget what my third one was.