Fallout


bravo_

 

Posted

Simple question: is it possible to cast multiple Fallouts from the same corpse? Cheers


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Haven't got a rad/ or /rad high enough to have first hand experience, but from the power description I don't see why not. All you need is a corpse willing to lie around for the recharge duration of fallout (150 secs with 3 recharge SOs according to the planner I use).

Bob


 

Posted

That situation happens quite often. Either when some1 is sidekicked (and dead) and the mentor went to hospital(and takes forever to come back) or simply when theres a tough and long battle and the there are no wakies/rez available atm. Most people skip it, but I think I'll pick it to my Earthie. Ty for the reply.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Hmmm, but can 2 Rads cast Fallout on the same corpse, one would have thought so, but its finding 2 people who take this hugely under-rated power.


 

Posted

2 rads can cast at the same time.... it happend 3 times tonight....also if your fast enough you can cast fall out and then mutation and it looks really cool


 

Posted

I wonder whose bloodied corpse that was used on.......oh that would be mine then


 

Posted

Slight query on this, I haven't seen it critical with containment; is this:
1) me not containing the mobs first (probably, always get over-excited at the sight of a corpse....I have veng and fallout ok????)
2) intentional
3) a bug


 

Posted

It's considered a pet, so doesn't benefit from Containment. (and btw, crits on controllers are something different: it's the 20% chance you have of hitting an extra Mag on your holds )

PS and for the record, I still don't like this power . Something that requires a dead team-mate doesn't really seem to fit into my attack chain.


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>

 

Posted

If someone has done something bad enough to faceplant so near the start of a fight (when this power would be most useful) then I suggest that he/she has likely nuked or unleashed some other nasty power that would have likely seen the end (or near to it) of the fight. I suggest that Vengeance is more useful so that the whole team get a good buffing ready for the next lot.


 

Posted

Theres nothing more fun than an attack chain of invis, recall (dead) friend, vengeance, fallout. You obviously need to change your attack chain and team with more AR blasters.
Agree with vengeance's usefulness (the quad or more stacked on LRSF is a handy buff that takes the place of the nukes, so guessing will be as useful when the Statesman TF is introduced); but I just love the "silly" powers- propel, wormhole and fallout.
Lack of sleep this weekend has clouded my judgement so forgive me if my post makes no sense.


 

Posted

Fully agree about Vengeance, especially on builds which are taking Assault/Tactics anyway (e.g. many kins). I wouldn't really call Wormhole or Propel "silly" though: Wormhole is a very good control tool if used appropriately (with an AoE immob), although I agree that on "uber" teams in the 40s, you probably don't use it much. Likewise, Propel is very useful in the low levels or if you solo a lot, although the animation is indeed awfully looong. Now Fallout... that's a silly power


CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>