ketch

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  1. ketch

    Good-bye PFF

    Patch notes for test here: http://boards.cityofheroes.com/showthread.php?t=238843

    I do hope folks followed the advice given by some of our regulars and avoided taking PFF from Mace Mastery. It will soon be replaced with Focused Accuracy.
  2. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Is it reasonable to expect that you should be able to do so against a Mag100 hold to begin with?
    Only as unreasonable as a 100 mag hold.
  3. ketch

    Ice/Cold tips?

    Bear in mind that Infrigidate and Benumb are a single target powers, but you'll want to floor all the targets recharge. A combination of AA and Shiver or AA and Snow Storm will do the trick. Each has its advantages. Shiver, for example, won't be detoggled. Snow Storm has -fly and only requires one application.
  4. Even though this conversation has mostly turned to Forcefields, I'd like to drop a line or two about Empathy. First, Empathy is very welcome in one of the "end-game" raids, the Hamidon. Because the Hamidon does special untyped damage, it can't be defended against or resisted by anything but special inspirations. The tank (or whatever) that holds the Hamidon's aggro will appreciate all the extra regeneration that raiders can offer. Cue Empathy with it's regeneration aura and Adrenalin Boost.

    The other end game event that benefits from an Empath is the Statesman TF. Ghost Widow has a 100 magnitude hold, enough to cut through a tank's normal mez protection. Stacking Clear Mind on the tank allows them to stay free and retain aggro. After that, the tank may require healing and a nice regeneration boost while tanking Lord Recluse because of the ridiculous damage he can deal while buffed by the towers.

    There's two fine examples of how Empathy helps in the end game without even touching the beauty of a power that is Fortitude.
  5. ketch

    Mind/Stone/Psi

    Quote:
    Originally Posted by Candlestick View Post
    I 2nd Levitate over Mesmerize. That knockup is great for controlling a boss until you can stack a hold on him, or just kill them.
    That's a tactic I recommend on controllers, but with Dom, especially perma-dom there's no need for it. At any rate, Mesmerize offers the same tactic barring a few situations and can be used to put AV's out for a while if a team is well behaved enough to not attack them.
  6. ketch

    Mind/Stone/Psi

    Leandro posted a quit fix for Mid's that will place the fitness pool as inherents. You can find it here: http://boards.cityofheroes.com/showthread.php?t=237758 I'm using it currently so you may not be able to open the build without trying that.

    I think Levitate has more utility on a controller than on a dom, who have already got the extra damage source covered. A PB'ed Mesmerize inside Dom could last for around 3 1/2 minutes, which is pretty ridiculous. You could use it to cool off an EB or AV for a least a minute or so in cases where the team is fighting multiples.

    Also, even though I don't like the look of the mallets, they're such a great damage source that I wouldn't consider skipping them. You'll already be closing in to use Fissure.

    Villain Plan by Mids' Villain Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

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

    Villain Profile:
    Level 1: Mesmerize
    • (A) Call of the Sandman - Sleep/Range
    • (3) Call of the Sandman - Accuracy/Endurance
    • (3) Call of the Sandman - Endurance/Sleep
    • (17) Call of the Sandman - Accuracy/Recharge
    • (17) Call of the Sandman - Accuracy/Sleep/Recharge
    Level 1: Stone Spears
    • (A) Force Feedback - Chance for +Recharge
    Level 2: Stone Mallet
    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (27) Crushing Impact - Damage/Endurance/Recharge
    • (27) Crushing Impact - Accuracy/Damage
    • (29) Crushing Impact - Damage/Endurance
    • (29) Crushing Impact - Accuracy/Damage/Recharge
    Level 4: Dominate
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (5) Basilisk's Gaze - Accuracy/Recharge
    • (5) Basilisk's Gaze - Recharge/Hold
    • (7) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (7) Essence of Curare - Accuracy/Hold/Recharge
    Level 6: Confuse
    • (A) Coercive Persuasion - Contagious Confusion
    • (9) Coercive Persuasion - Confused/Endurance
    • (9) Coercive Persuasion - Confused/Recharge
    • (15) Coercive Persuasion - Accuracy/Confused/Recharge
    • (15) Coercive Persuasion - Accuracy/Recharge
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (37) Recharge Reduction IO
    • (43) Recharge Reduction IO
    Level 10: Mass Hypnosis
    • (A) Fortunata Hypnosis - Sleep/Endurance
    • (11) Fortunata Hypnosis - Chance for Placate
    • (11) Fortunata Hypnosis - Sleep/Recharge
    • (13) Fortunata Hypnosis - Accuracy/Sleep/Recharge
    • (13) Fortunata Hypnosis - Accuracy/Recharge
    Level 12: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed
    Level 14: Super Speed
    • (A) Celerity - +Stealth
    Level 16: Power Boost
    • (A) Recharge Reduction IO
    Level 18: Total Domination
    • (A) Basilisk's Gaze - Recharge/Hold
    • (19) Basilisk's Gaze - Accuracy/Recharge
    • (19) Basilisk's Gaze - Accuracy/Hold
    • (21) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (21) Essence of Curare - Accuracy/Hold/Recharge
    Level 20: Heavy Mallet
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (23) Crushing Impact - Accuracy/Damage/Endurance
    • (23) Crushing Impact - Damage/Endurance
    • (25) Crushing Impact - Accuracy/Damage
    • (25) Crushing Impact - Accuracy/Damage/Recharge
    Level 22: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (46) Luck of the Gambler - Defense/Endurance
    • (46) Luck of the Gambler - Defense/Endurance/Recharge
    Level 24: Tactics
    • (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (36) Adjusted Targeting - To Hit Buff/Recharge
    • (43) Adjusted Targeting - Endurance/Recharge
    • (45) Adjusted Targeting - To Hit Buff
    • (45) Adjusted Targeting - To Hit Buff/Endurance
    Level 26: Terrify
    • (A) Positron's Blast - Damage/Recharge
    • (31) Positron's Blast - Damage/Endurance
    • (31) Positron's Blast - Accuracy/Damage
    • (31) Positron's Blast - Chance of Damage(Energy)
    • (34) Positron's Blast - Accuracy/Damage/Endurance
    • (34) Ragnarok - Chance for Knockdown
    Level 28: Seismic Smash
    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (37) Crushing Impact - Damage/Endurance/Recharge
    • (40) Crushing Impact - Accuracy/Damage
    • (40) Crushing Impact - Damage/Endurance
    • (40) Crushing Impact - Accuracy/Damage/Recharge
    Level 30: Boxing
    • (A) Empty
    Level 32: Mass Confusion
    • (A) Malaise's Illusions - Confused/Range
    • (33) Malaise's Illusions - Accuracy/Endurance
    • (33) Malaise's Illusions - Endurance/Confused
    • (33) Malaise's Illusions - Accuracy/Recharge
    • (34) Malaise's Illusions - Accuracy/Confused/Recharge
    Level 35: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (36) Gladiator's Armor - TP Protection +3% Def (All)
    Level 38: Fissure
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (39) Positron's Blast - Damage/Recharge
    • (39) Positron's Blast - Accuracy/Damage
    • (39) Positron's Blast - Damage/Endurance
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    • (45) Force Feedback - Chance for +Recharge
    Level 41: Link Minds
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Recharge
    • (42) Luck of the Gambler - Endurance/Recharge
    • (42) Luck of the Gambler - Defense
    • (46) Luck of the Gambler - Defense/Endurance/Recharge
    Level 44: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    Level 47: Psionic Tornado
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (48) Positron's Blast - Accuracy/Damage
    • (48) Positron's Blast - Damage/Endurance
    • (48) Positron's Blast - Damage/Recharge
    • (50) Positron's Blast - Accuracy/Damage/Endurance
    Level 49: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Domination
    Level 4: Ninja Run
    Level 1: Swift
    • (A) Empty
    Level 1: Hurdle
    • (A) Empty
    Level 1: Health
    • (A) Miracle - +Recovery
    Level 1: Stamina
    • (A) Endurance Modification IO
    • (36) Performance Shifter - EndMod
    • (37) Performance Shifter - Chance for +End


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  7. Quote:
    Originally Posted by Novawulfe View Post
    Just saw your post, ok I guess a little explanation is in order.

    About the confuse powers, in mass confusion, the proc in there will not cause aggro since it's a proc that placates you.
    The Malaise proc is a damage proc and does cause aggro. You must be thinking of the Fortunata proc for sleep sets, which supposedly placates. (I believe it's currently bugged in PVE.)
  8. Quote:
    Originally Posted by AWRocketman View Post
    Here is how I would rank the secondaries:

    1) Rad
    Rad is a common #1, but with a confuse to group mobs for RI/EF and endurance help to keep Choking Cloud up, it really shines with Elec.

    Three are tied at #2

    2) Cold
    Main thing here is Heat Loss, but lots of other support too.

    2) Kinetics
    Like Elec control, Kin is an up close set so there is good synergy in that respect. Transference means no need for Stamina, though with I19 that is no longer an issue.

    2) TA
    Elec has limited hard controls and TA helps with that.

    5) Sonic/Force
    Similar, but different. These rank close to the same.

    6) Therm/Emp
    No real synergy, but nothing that hurts either.

    7) Storm
    Too much that actually hurts. Limited/no synergy and lots of bad pairing.
    Personally, I'd rank Force above Sonic; with stacked lethal/smashing it's much easier for an Elec/FF to enter melee where Electric tends to work well. Also, I'd place Thermal over Empathy. Thermal can buff its pets even on a team without causing any teammate to lose out, and it also has a source of -recovery in Heat Exhaustion to help keep the endurance of dangerous targets bottomed out.

    Also MM pointed out many of the other powerful storm combos don't benefit from -kb. They may not be as melee oriented, but the lessons learned in playing one of those also apply to Electric. Placing Lightning Storm carefully and using Hurricane appropriately means you'll have little conflict. Tornado, though, I've always reserved for AV's or if another controller was spamming immobilizes.
  9. Quote:
    Originally Posted by Jazra View Post
    Actually I didn't take Snow Storm yet. I thought it unnecessary to slow them down, as the Chain Fences will keep them in place and why slow down their attacks when they will be slowed down by their lack of endurance anyway? Mistake? Am I missing something?
    I find -recharge to be a more frontloaded mechanic than endurance drain. It still requires the enemy to fire off their attacks, but it fills the gap for mitigation between 100% endurance and 0%. You can also toss snow storm and static field under sleep resistant mobs and bottom out their attack rate.

    Take advantage of the lack of -kb in Fences. Fences + Freezing Rain makes a nice pseudo-hold. Toss that on the mob while you use Static Field to hold off an ambush, for example. Also, Fences works well with Gale for clumping enemies in the corner.

    As long as you're careful with placement you can avoid many of the conflicts that arise between Storm and Electric.
  10. Thanks for the prestige, Fulmens. My little start up base really needed it.
  11. Quote:
    Originally Posted by Dark One View Post
    Just made a really simple and quite tasty soup.

    Chicken stock - either prepared or made from bouillion.
    3 leaves of bok choy
    6 green onions (scallions)
    1/2 of a block of firm tofu

    Do this bit a little ahead of time. Take your tofu out of the package, wrap in paper towels or tea towels and place an empty pan on top of it. This will help drain some of the excess liquid from the tofu.

    Mix up your stock if using bouillion. Might want to make it a tad more dilute than the mixing instructions to reduce salt concentration. Heat the stock on medium to low.

    Clean the bok choy leaves. Cut the green part of the leaves off of the main white stem - a simple triangle cut around the stem is sufficient, no need to remove the white veins. Place all leaves on top of each other and then roll into a tube. Slice down the center lengthwise. Cut perpendicular to that center cut so that you have ribbons of cabbage. Put cut leaves into the warming stock to soften.

    Clean the green onions and remove the root end. Slice the white part up to just about where the leaves diverge. Put into the stock.

    Cube the tofu once it's been drained. Wait until the stock is just about done to put in the tofu.

    Voila. A quick and easy soup. I just made this and it didn't take more than about 15 minutes at most. If you want to "spice" it up a little, I found that just a bit of garlic powder and, surprisingly, just a touch of balsamic vinegar makes it really good. I liked it with the cabbage just a little bit undercooked so that there was a bit of a crunch to it.
    I made this for dinner tonight. It's quite tasty.

    Quote:
    Originally Posted by Dark One View Post
    Think I saw that method of folding the sauce in after the rice is already cooked, on Good Eats.

    I like it because it gives the rice a nice tang during the eatings. I tried using a bit of chicken stock powder during the cooking (so that it would absorb, sorta like doing couscous), but found it didn't really add anything worth mentioning to the flavor.

    This mirin/vinegar folding makes the rice slightly sweeter. I use a sticky-type rice that has been washed two or three times. It's quite good.
    This is the method that I'm familiar with as well. I haven't heard of adding the vinegar while cooking the rice. I'll have to ask my sushi making friend how she prepares it.
  12. Quote:
    Originally Posted by Bin Man View Post
    You all make great points and i am changing my mind on the matter to be honest, i will give manga and anime a go because it is only fair i suppose. If so many people like it then there must be something to shine. What are your favourite manga's and anime's for reference.. i would prefer it in comic/written form however.
    First stop, Yotsuba&!. Steal, beg, or borrow, whatever, but you must read it. It's the best. I don't read a lot of manga, but this is one I want to share with everybody. It's childhood at it's finest.

    Next, get anything by Miyazaki. Princess Mononoke is a great one to start with; it has plenty of action, interesting characters, and the American dub is full of top notch actors. If you like this movie, Miyazaki has a long list of fine, fine works.

    When you're ready for an entire series, hit up Clannad and Clannad: After Story. They're funny, dramatic, and wonderfully animated.
  13. The invisibility pool is going to get some attention from me due to allowing few more LotG: +recharge. I may pick up the rez on a few of my rads or hover on those that don't already have it. One thing is certain, my plant/ff will no longer have an excuse for skipping ally shields.
  14. Telepathy could be on my list, especially as you first discover the power and aren't able to control it. As soon as I start hearing voices I'd probably assume I was going crazy rather than gaining awesome powers.
  15. Quote:
    Originally Posted by TamakiRevolution View Post
    So I just can't have an opinion? I need numbers or market research?
    When you want to accuse a group of "creat[ing] a new kind of stupid" maybe you should have some examples to cite. An unfounded opinion is always less valued than one with something to back it.
  16. Quote:
    Originally Posted by TamakiRevolution View Post
    I just don't thinking listening to people who don't know how to play the game, benefits anyone. I wish they'd listen to pvper's, I wish they'd listen to base builders.... or even badgers.

    The forums create a new kind of stupid, that the devs actually follow. I'm sorry, but fitness as an inherent.... hate to say it... but lrn2play.
    It be nice if you addressed any of the issues raised as to why this might be a good thing rather than "forum people are dumb, devs listen to me". While the forum-goers aren't perfect and there's a bit of misinformation that lingers, they're often the primary source for indepth information on game mechanics. For example, look at Arcana and Oedipus_Tex's discussion of Jolting Chain, which works very differently than how many (myself included) assumed it worked. Look at the work of the Market forum when they identified drop rates differing from the reported numbers. If you want the devs to listen to pvp'ers, badges, and base builders than you want them to listen to forum goers because they are the same people.
  17. For my first time mastermind, I'm trying a demon/dark. I took my demons' names from the Lesser Key of Solomn.

    Demonlings:
    Valefor
    Samigina
    Marbas

    Demons:
    Vassago
    Agares

    Demon Prince:
    Bael
  18. Quote:
    Originally Posted by PC_guy View Post
    this game is already very easy on 4/8. making stamina inehernt makes it much easier and takes away alot of what was fun/challenging about making builds.
    A lot of people have commented on the recovery situation pre-20 recently with a strong sentiment expressing that it causes more in between mob time rather than expressly increasing difficulty. If I know that I can take out a mob and spend roughly 3/4 of endurance bar I'll wait until I have that amount before hitting the next group.
  19. I hadn't seen the animated short until now. I wants it! Throw out the movie and animate the whole story and I will be pleased.
  20. I look forward to fewer endurance problems; I don't look forward to respec'ing nearly every character I've made.

    Wouldn't it be an easier idea to add a new inherent with Stamina like recovery or adjust base recovery rates? Then everyone would have Stamina and if you chose to you could opt for Stamina+.
  21. Quote:
    Originally Posted by Ironik View Post

    But seriously... people are asking, "WHY does he have to defeat her seven evil exxes?" The answer, of course, is, "Because he does." Most movies at least offer up a reason for the goings-on, no matter how slim that reason might be. Scott Pilgrim doesn't bother. It's meta-commentary on stories: things happen because things have to happen to get from point A to point B.

    The secondary question does come back to Michael Cera and the character he plays: WHY are these girls so hung up on him? Again, there's no reason given; you're just supposed to accept that they are. The movie pushes minimalist storytelling beyond where it should be, jettisoning *reasons* for plot and character. Turns out you still need those things, no matter how sketchily drawn. Without that emotional hook, it becomes an exercise in the Rule of Cool and nothing else. The Rule of Cool will get you through the scene you're watching, but it's the emotional impact that'll keep you talking about the movie later... and generate buzz about the film. Scott Pilgrim doesn't have that. It's all flash and no substance. Sure, the flick is enjoyable on a superficial level, but it's no Three O'Clock High.
    I think you've nailed it on these two points.

    There is no reasoning for why Scott fights. SP is a bit of a commentary on video games in this regard. We never ask why Mario is going to such great lengths to rescue the princess. Scott, in the movie (if I recall correctly), doesn't question why he has to fight for Ramona. However, in the books, Scott and Ramona question each other at a point about why they're following the rules of people that absolutely hate them. It's all sort of addressing the narrative engine that gamers inherently accept.

    Quote:
    Originally Posted by Lastjustice View Post
    I had a simliar complaint. At no point would you ever see why Ramona would want to be with Scott besides beating up her ex's.(I hate myself for using this analogy, but Scott Pilgrim is like Bella from twilight.*rips off the corner of his mancard.*) You find it hard to believe he's gotten with all women the movie claims as it goes so far to show what a massive loser he is. He has nothing of substance to him and he's incredibly awkward and clueless with girls as all Cera's characters seem to be.

    Granted Ramona comes across as a fast woman(as she almost sleeps with him on the first date.) and bit of a B-witch based off her history with men. (G-man was probably the guy she really deserved as she made the evil exs.) You can understand easily why he'd want to date her initially but once Scott sees her baggage it's a wonder why he'd continue or be in love with a girl he barely knows besides the whole love at first sight/destiny crap. Their relationship ultimately just feels forced compared to Knives who I've seen play out simliarly in real life tons of times, as their interactions felt much more natural. Everything just ends up being this blank check the movie cashes because it says so.
    I think the movie did a pretty poor job in this respect. Scott is a blank slate that is revealed through the secondary characters. Unfortunately, a lot of that back story didn't make the cut for the sake of brevity.
  22. Since there's a lot of talk about mind control, I'll begin there. First stop, containment: solo you can leverage Mass Hypnosis for containment much easier than on teams. Establish a rhythm with it, mixing your buff/debuffs and single target attacks between MH and you will have containment almost everytime you need it. To me, this has never been an issue and certainly doesn't approach the trouble Illusion has establishing containment.

    The most difficult thing about solo'ing a mind controller is going to be AV's and PToD EB's. Other controllers can rely on their pets to soak some of the attacks or at least have the option of keeping them at range with immobilizes. With mind, you're going to be the sole target and AV's/EB's are going to close to melee and melee hard. You can shut them down with a sleep, but... well, you can't attack them unless you're ready to be attacked again.

    Really, part of the question of what to controller solo comes down to what you intend to solo. If you want to mow through radio after radio at x8, plant and fire do a fine job. If you decide you want to solo AV's and GM's then Illusion is the go-to set. There are cetainly niches among controller primaries, it's a matter of which you want to explore.
  23. Quote:
    Originally Posted by OmnipotentMerlin View Post
    Um wrong kin might not debuff like Rad can but it does debuff alot. It debuffs regen, recovery, recharge, damage, and a couple others can't remeber. but every power you use on a enemy actualy debuffs them. And if you actualy look at it it debuffs them pretty good. Nothing like throwing down you heal and then come to find out the guy isn't regening any health, well not that much.
    Um, wrong.

    Local said: "None of your awesome Kinetics buffs will buff Phantom Army." This is true and also why Illusion is better paired with a secondary with strong debuffs.

    Of Kinetics debuffs, which are all single target barring Fulcrum Shift, the only one that will be beneficial to Phantom Army is the -regen, preventing the damage they've dealt from returning. Recharge, damage, and recovery debuffs may aid the caster, but do nothing for PA. This is what has been said.

    I suggest next time you read more thoroughly and respond less rudely.
  24. ketch

    Static Field

    Quote:
    Originally Posted by MentalMidget View Post
    They weren't my comparisons, but they were well enough to use for point to point as powers that work similar in the fact they have a pulsing effect. Yet anyway....EQ isn't a hold.
    A bit of a mental fumble there, but it goes to show that there are numerous powers that pulse in similar manner. Heck, Ice Patch is nothing more than a pulsing patch of knockdown, and it offers no additional debuffs. If we make a comparison of all the pulse patches, Static Field comes out in a comfortable position.

    Quote:
    I guess I was going with apples and oranges of having an secondary effect that was neutered by the powers main effect. While I understood how it worked, just didn't seem reasonable for both from same power.
    You could look at Earthquake in similar light. What good does tohit do when they enemies are flopping? In both cases, it's a failsafe.

    Quote:
    Well it has some work ahead of it....I'm sure they'll make it more viable....or it'll become one of the least played controller sets very soon.
    I personally don't care for the set, but I've aired my greivances enough and some of those have actually be shown to be wrong. Still, if they made the confusion in Synaptic Overload spread fasting and propagated the -recovery in Jolting Chains before the first target I wouldn't complain.
  25. Hey, Kate Beaton is in there for best online comic. I swoon for Kate Beaton.