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Citizen
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  1. >You need to gain something if you want to give up a Rad.

    I know - I suggested it in response to "only mezzes kill us" (and thinking about my own... discomfort... around Deathcaps etc. ID provides res vs. disorient, imm, hold, and knockback, or can be used to free from the above.

    >Why add an Empath?

    Same reason - it was in the context of "mezzes might be the only problem later on" - clear mind gives res. vs. imm, sleep, hold, and disorient. I switched fort and cm in my head when I typed, sorry. ;-)

    As for rad ?> kin, rad ?> emp... in the context of the 8-rad team, I personally wouldn't want to play the kin, since it'd be buffbotting mostly to keep ID/SB up. Nor would I want to play the emp, since it'd honestly be a lot of attacking with secondaries, which would make the emp less effective then a dedicated blaster. (Time bomb with 7 RAs? Hell, Inferno with 7 RAs? That'd be wicked!)

    But I digress. I was trying to offer a suggestion w.r.t. the mez problem. I agree that, in well-chosen areas/mishes and with respect to effectiveness, the 8-def group would be superior vs. the kin as far as ease of play goes, and vs. the emp, in almost every way.
  2. > 7 rad / electrics and a dead guy

    Best. Movie idea. Ever.

    On a side note: as soon as exams are over, I'll roll a rad/? on Freedom. Really too bad nobody's doing this on Protector, where most of my friends play. I'd love to show them this in action!

    As a side note: maybe teams of 6rad/1kin/1empath would work? I'm thinking that fortitude and ID would be very nice vs. status effects. Kin's SB comes later at 12, agreed, but PLing to there isn't exactly difficult, esp. with 8-man insanity defender teams, and SB is roughly as effective as AM - more so if siphon power is taken and used properly, though it takes more time to keep the buffs up. The empath could focus on his/her offense for powers, and secondaries for slots, before getting the auras.

    Just a thought.