Blasters surpurflous?
Granted. I really don't put much effort into most of my replies on this topic. For me its like talking to a young earth creationist, after I have shown them that a volcano has rebuilt itself 4 or 5 times or the eroded strata in the grand canyon whats the point ?
All the creationists do is put their fingers in their ears and start repeating themselves. The CoH equivalent is this http://boards.cityofheroes.com/showthread.php?t=265933 |
Are there issues with the AT? Yeah.
Is the AT obsolete and passed up by every other AT? NO. That's the issue.
If you have specific issues with blasters, you should gather data and pm a dev with the information and a suggested fix. List out, this is problem one. This is why it should be fixed, this is how it should be fixt. This is problem two, this is why...Ect.
Raging about how useless blasters are with nothing to back it up is just a waste of time, and an annoyance. Pull you're fingers out of your ears, and start a rational, reasonable discussion on the topic. (this thread isn't that topic, it's the topic of "Are blasters surpurflous?") I'm sure people will be happy to discuss real issues with actual facts supporting them.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
No, the equivalent is me showing there's a point where damage is more important to a team or at a certain point enough damage makes survivability meaningless and any addition to the team is meaningless, and you continuing to say that blaster's are replaceable on teams. And one better, that I'm ignoring the value of splitting up and not taking TEAM CONTENT on as a TEAM.
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Now finally :
You can't grasp the idea that it's better to be able to two or more things at once than being able to only do one thing at a time, I have no idea what I can do to help you, except maybe ask how many cores does your cpu have and are they hyperthreaded.
To go back to what you showed, it is that at some point adding a high damage scale AT is better than adding more buff/debuff. Its not even a complete analysis from the point of considering the other high damage ATs versus the blaster. Seeing as Scrappers have the same damage scale for melee that blasters have for range and also crit even when at the damage cap thats a problem.
What you are missing is that I never argued with that.
Is the AT obsolete and passed up by every other AT? NO. That's the issue. |
If you feel that isn't the case argue with Arcanaville here http://boards.cityofheroes.com/showp...0&postcount=86
Her logic is flat out wrong from the inception but at least I won't have to wast effort on the argument.
Or maybe you feel defiance 2.0 was enough to take the worst to being not the worst ?
A_F, why are you so committed to your belief that blasters are terrible? I can see why Johnny Butane is so revved up about tankers, because lobbying in favor of an AT has had positive effects in the past. He may be more hyperbolic than Halley's Comet but at least his heart is in the right place.
On the other hand, you seem to have dedicated your posting life to tearing down blasters, in the face of 80% of the forum telling you they're fine as well as the devs obliquely pointing out that they're fine and, as if that weren't enough, simple polls of popularity demonstrating that they're beyond fine. At this point it seems less like playing devil's advocate in order to pull for buffs and more like some kind of ancient tribal vendetta.
LOL, lets go through this, in a subthread talking about how survivable blasters are you did an analysis of their damage. Even at that you didn't consider that other ATs can just as much damage as a blaster and didn't need the full team to support them doing it.
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Also, please, please, please, please, PLEAAAAASE show that other ATs can do just as much damage as blasters. PLEASSSSSE!
You won't because you refuse to back up anything you say, but if you put on that helmet and brave the trecherous calculator to do so, for once, I'll give you credit.
Now finally :
You can't grasp the idea that it's better to be able to two or more things at once than being able to only do one thing at a time, I have no idea what I can do to help you, except maybe ask how many cores does your cpu have and are they hyperthreaded. To go back to what you showed, it is that at some point adding a high damage scale AT is better than adding more buff/debuff. Its not even a complete analysis from the point of considering the other high damage ATs versus the blaster. Seeing as Scrappers have the same damage scale for melee that blasters have for range and also crit even when at the damage cap thats a problem. What you are missing is that I never argued with that. No that isn't even in doubt. Not by a wide margin. If you feel that isn't the case argue with Arcanaville here http://boards.cityofheroes.com/showp...0&postcount=86 Her logic is flat out wrong from the inception but at least I won't have to wast effort on the argument. Or maybe you feel defiance 2.0 was enough to take the worst to being not the worst ? |
The discussion is not, if blasters underperform in solo situations.
Wait, you may have just tried to back something up!
Shouldn't have gotten myself so excited, you're still just spouting off random stuff that doesn't make sense. Blaster ranged mod 1.125 melee mod 1. Scrapper melee mod 1.125. WAIT 1.125!!!!! SCRAPPERS DO MOAR DMG ONOEZZ!!!111!!!1
WAIT! Lets look at a real world situation and see if this is even possible (see what I did there, and if you'd take my advice and actually see if the problem you're preaching exists, then you'd be less laughable)
Electric blaster vs electric manipulation: Charged brawl (scrapper) = 57.8 damage <> Charged brawl (blaster) = 109!
Manipulation is not a strait port to Melee, and you have to check individual powers in their case. I could compare directly between Blasters and corruptors because their powers had the same damage scales which reduced to the AT damage mods. This is not the case for Blasters vs Scrappers. Manipulation sets are balanced differently, and need a much different comparison method. Also, many powers in the set are of a utility nature allowing the Blaster to branch out into other types of effects than just damage.
If you wan't to say other AT's do more damage than blasters, you'll need to prove it. Go ahead, I'll wait.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
A_F, why are you so committed to your belief that blasters are terrible? I can see why Johnny Butane is so revved up about tankers, because lobbying in favor of an AT has had positive effects in the past. He may be more hyperbolic than Halley's Comet but at least his heart is in the right place.
On the other hand, you seem to have dedicated your posting life to tearing down blasters, in the face of 80% of the forum telling you they're fine as well as the devs obliquely pointing out that they're fine and, as if that weren't enough, simple polls of popularity demonstrating that they're beyond fine. At this point it seems less like playing devil's advocate in order to pull for buffs and more like some kind of ancient tribal vendetta. |
"Granted. I really don't put much effort into most of my replies on this topic. For me its like talking to a young earth creationist, after I have shown them that a volcano has rebuilt itself 4 or 5 times or the eroded strata in the grand canyon whats the point ?
All the creationists do is put their fingers in their ears and start repeating themselves."
He refers to a completely unneeded and incorrect comparison and basically says "I'm right, the other side is wrong and won't even admit it." It's the complete, unassailable bastion of opinion. It negates anything the opposing side would say.
Any evidence to the contrary of his opinion is wrong. It just is. So we might as well give up and quit, because his word is law. Kneel before him, son of Jor-El!
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Also, please, please, please, please, PLEAAAAASE show that other ATs can do just as much damage as blasters. PLEASSSSSE! |
Damage Scale AT Melee Ranged Blaster 1.000 1.125 Scrapper 1.125 0.500
Go figure
But wait a minute don't scrappers have an inherent ? Why yes they do, its called critical hit. It lets them land double damage effectively giving them a higher damage level for an equivalent level of damage buff.
Again, the discussion is if blasters are bringing something to the table that other ATs cant, or do other ATs bring everything blaster's do and more. Blasters bring the highest level of damage available. |
The discussion is not, if blasters underperform in solo situations. |
Wait, you may have just tried to back something up! Shouldn't have gotten myself so excited, you're still just spouting off random stuff that doesn't make sense. Blaster ranged mod 1.125 melee mod 1. Scrapper melee mod 1.125. WAIT 1.125!!!!! SCRAPPERS DO MOAR DMG ONOEZZ!!!111!!!1 WAIT! Lets look at a real world situation and see if this is even possible (see what I did there, and if you'd take my advice and actually see if the problem you're preaching exists, then you'd be less laughable) Electric blaster vs electric manipulation: Charged brawl (scrapper) = 57.8 damage <> Charged brawl (blaster) = 109! |
Oh wait a sec, Blaster charged brawl recharges in 10seconds scrapper charged brawl recharges in 3.
Hmmmmmmmmmmmmmmmmm
That wouldn't have an effect on the damage output of a power would it ?? I mean if you were trying to compare powers you might want to mention something like that, otherwise someone might think you are being deceitful.
I mean just on the face there, charged brawl has a .83 second animation, and a 3 second recharge so its going going to fire 2.5+ times as often, so over time its doing roughly 140 damage to charged brawls 109. Hmmm Boy isn't math fun.
Oh I know recharge thats the ticket. Lets see the recharge cap is 500% Well I suppose a few kins will help here, at the cap scrapper charged brawl cycles every 1.43 seconds to blaster charged brawls 2.8 this is looking good for you cheer up. 2x57.8 =115.6 vs 109 Oh noes it looks like you still don't know what damage output is.
so just again
Damage/cycle time AT Scrapper Blaster Base 140 109 Max Rech 115.6* 109 *Not considering critical hit blaster doesn't consider defiance because we are talking max buff
Were you trying to show something ? Because when you take your real world situation it doesn't seem to say what you think it does
Indeed this math stuff is fun.
A_F, why are you so committed to your belief that blasters are terrible? I can see why Johnny Butane is so revved up about tankers, because lobbying in favor of an AT has had positive effects in the past. He may be more hyperbolic than Halley's Comet but at least his heart is in the right place.
On the other hand, you seem to have dedicated your posting life to tearing down blasters, in the face of 80% of the forum telling you they're fine as well as the devs obliquely pointing out that they're fine and, as if that weren't enough, simple polls of popularity demonstrating that they're beyond fine. At this point it seems less like playing devil's advocate in order to pull for buffs and more like some kind of ancient tribal vendetta. |
As to the forums, you have to be kidding. I mean 3/4s of the forumites have near psychotic reactions if you say anything critical and they are willing to go to incredible lengths to prove it. If you remember the defiance 2.0 arguments on the forums you had people saying that blasters who had 0 mezz protection and went around saying "DON'T HEAL ME" so they could get better damage output were just fine.
Look above, the guy comparing charged brawl to charged brawl had to put one had over left eye put his nose up to the screen, and only then could he proclaim "Aha blasters are doing more damage"
Just relative to grey pilgrim
He refers to a completely unneeded and incorrect comparison and basically says "I'm right, the other side is wrong and won't even admit it." It's the complete, unassailable bastion of opinion. It negates anything the opposing side would say. |
Electric blaster vs electric manipulation: Charged brawl (scrapper) = 57.8 damage <> Charged brawl (blaster) = 109! ] |
Damage/cycle time AT Scrapper Blaster Base 140 109 Max Rech 115.6* 109
Edit: Back at please recycle, the popularity polls, at least the data the devs have given us really don't say what you are saying they are saying. These are very very hard things to get a correct interpretation of, and they are even harder to ask the correct question initially.
For all we know from the information given, blasters could start popular because people think the name BLASTER sounds cool
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Oh wait a sec, Blaster charged brawl recharges in 10seconds scrapper charged brawl recharges in 3. Hmmmmmmmmmmmmmmmmm That wouldn't have an effect on the damage output of a power would it ?? I mean if you were trying to compare powers you might want to mention something like that, otherwise someone might think you are being deceitful. I mean just on the face there, charged brawl has a .83 second animation, and a 3 second recharge so its going going to fire 2.5+ times as often, so over time its doing roughly 140 damage to charged brawls 109. Hmmm Boy isn't math fun. Oh I know recharge thats the ticket. Lets see the recharge cap is 500% Well I suppose a few kins will help here, at the cap scrapper charged brawl cycles every 1.43 seconds to blaster charged brawls 2.8 this is looking good for you cheer up. 2x57.8 =115.6 vs 109 Oh noes it looks like you still don't know what damage output is. so just again Code:
Damage/cycle time AT Scrapper Blaster Base 140 109 Max Rech 115.6* 109 *Not considering critical hit blaster doesn't consider defiance because we are talking max buff Were you trying to show something ? Because when you take your real world situation it doesn't seem to say what you think it does Indeed this math stuff is fun. |
Impressive.
In many cases, such as charged brawl, the blaster version has a higher damage scale than the scrapper version. Accompanying this is a higher recharge to fit the Dam/rech/end ratio guidelines. However, the blaster versions get a distinct advantage in DPA. DPA is the Damage per activation time. When you're just firing a single power off over and over, you need to be aware of the DPS (cast cycle) which is the damage / (activation + rech). If you're chaining multiple powers together, you need to be aware of the DPA or the damage/ activation.
It's the DPA of attacks in powersets such as Marial arts that shows the most effective way damage can be delivered is by using the power storm kick as many times as possible, while filling in recharge gaps with the highest DPA attacks in the set. Another example would be Firey melee for scrappers. Assuming all powers are slotted Acc/Dam/Dam/End/Rech/Rech; Scorch looks like good damage due to having the best DPS (cast cycle) but when trying to get the most damage out of the set, it actually hurts damage output to use it. Incinerate has the greater DPA, so you start with it, then you fill in with attacks that take up it's recharge time, while dealing the most damage in that time (DPA). Incinerate has a 6s recharge time when 2-slotted for recharge (SOs). That recharge is best filled with Cremate/Fire Sword/GFS with a .192s gap. Trying to fill this gap with Scorch actually lowers your DPS. Oh, look a 3s rech power with half the damage is less valuable for dps than a 10s recharge power with twice the damage, despite the DPS (cast time) being so much larger for the lower recharge attack.
whodathunkit?
I didn't consider recharge, not because I was trying to pull a fast one. It was because I understand what a Real ingame senario would look like, and recharge is of much less importance than damage. You are completely misleading people on damage output, and you either don't care or don't understand. My guess is some combination of both.
And throws it out there to completely mislead when if you look at damage output you get
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Please stop pretending you have any clue about what you're talking about. You don't.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
Did you really just compare a kin buffed scrapper to a vannila blaster and try to use that to prove a point?
Impressive. |
Oh I know recharge thats the ticket. Lets see the recharge cap is 500% Well I suppose a few kins will help here, at the cap scrapper charged brawl cycles every 1.43 seconds to blaster charged brawls 2.8 this is looking good for you cheer up. 2x57.8 =115.6 vs 109 Oh noes it looks like you still don't know what damage output is |
Just started a new ice/ice blaster named Super Surpurflous (misspelling intact). She's a thing of beauty.
As an avid tanker I'll say this. If they make Blasters hit harder, I want tanks to tank more tankily to match, otherwise it doesn't seem very fair. Especially in pvp.
I assumed that your results were because you were buffing the scrapper not the blaster. I was wrong. You were still wrong, but I admit I misread what you were saying. At least the first two lines of my post. The rest of what I said is still accurate.
Also, I've shown that you were wrong with your method of comparison. The Damage per cast cycle of one power isn't an accurate comparison of the two ATs damage outputs, even more so when you don't even know what the cast cycle is. You made the claim that scrappers outdamage blasters. Still waiting for you to prove it.
Murphys Military Law
#23. Teamwork is essential; it gives the enemy other people to shoot at.
#46. If you can't remember, the Claymore is pointed towards you.
#54. Killing for peace is like screwing for virginity.
If you wan't to say other AT's do more damage than blasters, you'll need to prove it. Go ahead, I'll wait.
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The best blaster combo will be Fire/Elec. I will not do a repeatable chain at this point, just a basic attack sequence a blaster might do.
Level 40 common IOs slotted
1 Acc, 2 Dam, 2 Rech, 1 End Red slotted. (Flares has 3 damage and just 1 recharge)
I'll just add in 40% damage across the whole chain for Defiance and the DoT will be averaged in.
Shocking Grasp-Blaze-Charged Brawl-Havoc Punch-Flares
Total sequence time - 6.34 seconds
Power = Name of Power
Dam = Damge per Activation
DPA = Damage per Animation Time (in the total row, it is the DPA for the sequence)
BuD = Damage per Activation after hitting Build Up
BuA = Damage per Activation after hitting Build Up and Aim
Power Dam DPA BuD BuA Flares - 150 126 213 253 Havoc Punch - 313 182 458 548 Shocking Grasp - 217 182 317 379 Charged Brawl - 236 223 345 413 Blaze - 409 344 598 716 Total - 1325 209 1931 2309
Level 40 common IOs slotted
1 Acc, 2 Dam, 2 Rech, 1 End Red slotted. (Flares has 3 damage and just 1 recharge)
I'll just add in 40% damage across the whole chain for Defiance and the DoT will be averaged in.
Flares-Blaze-Fire Blast-Flares-Electric Fence
Total sequence time - 6.73 seconds
Power Dam DPA BuD BuA Electric Fence - 135 103 198 237 Fire Blast - 200 109 293 351 Flares - 150 126 213 253 Flares - 150 126 213 253 Blaze - 409 344 598 716 Total - 1044 155 1515 1810
Now for a solid armored set, brute Mace/Shield/Mu.
Level 40 common IOs slotted
1 Acc, 2 Dam, 2 Rech, 1 End Red slotted.
I set Fury to 65 and AAO to having 5 people in range.
Clobber-Jawbreaker-Pulverize-Shatter-Mu Lightning
Total sequence time - 8.98 seconds
Power Dam DPA BuD Shatter - 327 130 403 Pulverize - 235 137 290 Jawbreaker - 281 142 347 Mu Lightning - 189 144 233 Clobber - 419 288 516 Total - 1451 162 1789
A more damage focused armored set would be a Fire/Shield scrapper.
Level 40 common IOs slotted
1 Acc, 2 Dam, 2 Rech, 1 End Red slotted.
Ignoring criticals, but including an average for the DoT on FS and GFS.
Fire Sword-Incinerate-Gr. Fire Sword-Cremate
Total sequence time - 7.00 seconds
Power Dam DPA BuD Fire Sword - 219 138 318 Cremate - 285 166 413 Gr. Fire Sword - 403 161 583 Incinerate - 349 189 506 Total - 1257 180 1820
If others want to spend more time, they can compare Nrg/Nrg blasters and Kat/Elec scraps or maybe Archery/Fire blasters and SS/FA brutes or possibly Claws/Inv Brutes and Elec/Devices blasters.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
But wait a minute don't scrappers have an inherent ? Why yes they do, its called critical hit. It lets them land double damage effectively giving them a higher damage level for an equivalent level of damage buff.
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It's worth noting that most blasters also have noticably more AoE attacks than most scrappers. If a blaster is hitting 2 targets with the same attack that a scrapper is hitting 1 target, then the blaster is landing double damage effectively giving them a higher damage level for an equivalent level of damage buff. Even more, if the blaster manages to hit 3 targets.
@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"
Isn't it a little disingenuous to consider the scrapper inherent but disregard the blaster inherent, which also buffs damage (and, in fact, in a more predictable fashion than crits)? I see that you specifically call out "at the damage cap" but this is not something a scrapper can inherently reach. If you want to argue that scrappers are especially good on teams with fulcrum shift, then yes, this is certainly true. But cannot be generalized to "scrappers are always better".
It's worth noting that most blasters also have noticably more AoE attacks than most scrappers. If a blaster is hitting 2 targets with the same attack that a scrapper is hitting 1 target, then the blaster is landing double damage effectively giving them a higher damage level for an equivalent level of damage buff. Even more, if the blaster manages to hit 3 targets. |
In the team case its not really unreasonable to be able to dig up a kin for a team and it only takes one to cap damage for the scrapper or one good one for the brute.
Edit: Just as a note of the irony, the blaster is meant to be the AT that is more team oriented, but their inherent actually gets in the way of their taking full advantage of the team.
Honest mistake, I saw the numbers you were using and knew the actual numbers were different. There is a thing called arcanatime. Arcanatime is = [RoundUp(CastTime / 0.132) + 1] * 0.132. This means that the actual animation of Charged brawl isn't .83. It's actually 1.056. When you use the correct animation time, the blaster's version wins at the recharge cap. 3.056/1.656= 1.85 or scrapper gets 1.85 charged brawls to the blaster's one. 57.8*1.85 = 106.93. Not by much, but it wins. Which is still entirely irrelevent, and not an accurate representation of the AT's damage.
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I assumed that your results were because you were buffing the scrapper not the blaster. I was wrong. You were still wrong, but I admit I misread what you were saying. At least the first two lines of my post. The rest of what I said is still accurate. |
Also, I've shown that you were wrong with your method of comparison. The Damage per cast cycle of one power isn't an accurate comparison of the two ATs damage outputs, even more so when you don't even know what the cast cycle is. You made the claim that scrappers outdamage blasters. Still waiting for you to prove it. |
Where are these phantom analyses you speak of ?
If there's one thing I've learned from this thread, it's how to properly live under a bridge.
Where to now?
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The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Well I suppose we look at data in different ways. Somebody tells me that from 1-49 this is so, and at 50 that is so, my first thought is the data is undersampled/ or reported to be a good representation of what is going on.
Here is an easy to read description of the effect. http://redwood.berkeley.edu/bruno/npb261/aliasing.pdf |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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It would be completely disingenuous to do so in the solo case
... In the team case its not really unreasonable to be able to dig up a kin for a team and it only takes one to cap damage for the scrapper or one good one for the brute. |
Regarding the team case, I see where you're coming from, but if you start considering outside buffs you open a pretty big can of worms. For example if we assume a kin is teamed with the scrapper to always keep him damage capped, couldn't we equally well assume that an empath is teamed with a blaster that keeps Fortitude, CM and AB on the blaster at all times, and throws him an occasional heal? (I don't think this is too outlandish - this is how I buff when I play my empath.) These buffs can make the blaster easily as survivable (or more) as the scrapper, completely negates the END crash from her nova, and lets the blaster use her best AoEs more frequently and for more damage.
Of course, steering the argument in this direction really just muddies the waters because suddenly we're arguing whether kin buffs or emp buffs are better, which is pretty far afield from the original blaster vs. other AT comparison. I think it would be cleaner just to consider each AT on its own.
Though, thinking about it, a case could be made that blasters benefit the most from team buffs; since they have the highest damage multiplier and effectively no defense, resist or healing, they stand to gain the most from +DMG, +RCHG, +DEF, +RES and +REGEN buffs.
@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"
.....Though, thinking about it, a case could be made that blasters benefit the most from team buffs; since they have the highest damage multiplier and effectively no defense, resist or healing, they stand to gain the most from +DMG, +RCHG, +DEF, +RES and +REGEN buffs.
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Yes, blasters are superfluous, but that's not the whole story. Please allow me a short moment to list all the superfluous ATs in this game.
Blaster. Controller. Defender. Scrapper. Tanker. Peacebringer. Warshade. Brute. Corruptor. Dominator. Stalker. Mastermind. Arachnos Soldier. Arachnos Widow. |
The off-beat space pirate...Capt. Stormrider (50+3 Elec/Storm Science Corruptor)
The mysterious Djinn...Emerald Dervish (50+1 DB/DA Magic Stalker)
The psychotic inventor...Dollmaster (50 Bot/FF Tech Mastermind)
Virtue Forever.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Thanks to Secondary Mutation, I've played a Rikti Monkey on a team before. And let me tell you, they're pretty f%^&@#g superfluous.
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(Yes, I've tried.)
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
All the creationists do is put their fingers in their ears and start repeating themselves. The CoH equivalent is this http://boards.cityofheroes.com/showthread.php?t=265933
Also, I believe the correct response to that thread is "This thread delivers" or some variation thereof.
@Jay Leon Hart
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