Beef_Cake

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  1. Quote:
    Originally Posted by Necrotech_Master View Post
    while thats good for most enemies, the AVs will also resist the tohit debuff quite a bit too, so you wont get a lot of mileage out of that either, 85% resist on 5% debuff means it drops to about .75% per application, which with a 4 stack is only -3% total instead of -20% on a normal enemy, -3% is almost negligible when considering the con difference to the player plus their acc bonus

    it helps, but almost nothing, sort of like the -regen, it helps, but it wont hardly be noticeable
    And the same can be said about the damaging proc as well. It too is resisted more so by AVs. This conversation can go back and forth all day long with the same arguments. My point was, Diamagnetic is not a useless Interface Ability. It works fantastically for normal mobs and makes you more survivable. It does so with AVs too, considering it does stack with other debuffs from other player that aren't Incarnate abilities.
  2. Quote:
    Originally Posted by Maroon Warlock View Post
    Thanks Silas! Oh man, why would anyone want Diamagnetic then?
    Because Diamagnetic is very useful for defense based characters such as Tanks, Brutes and Scrapper. It adds a ToHit Debuff that staks very well with their defense, that's why.

    When you are on a defense character running soft capped defense or just under soft capped defense, the Diamagnetic works very well in giving you that extra edge of survivability.

    I run the following on my defense characters:

    Diamagnetic Core Flawless Interface: 100% -ToHit Debuff, 50% -regen

    Keep in mind the if you're running the Very Rare which I posted above each attack has a chance to proc and does stack up to 4 times. The debuff for the above is:

    ToHit Debuff: -5% per attack when it procs
    -Regen: -15% per attack when it procs

    Not everyone needs to be a damagewhore other buffs/debuffs go a long way as well.
  3. On squishy characters I would suggest at least 8pts of KB protection. Most things in the game won't break that. Yes, you will get knocked around if you are a blaster and you are standing melee on a GM. If you're that close, you deserve to get knocked back.

    My Bane spider has 8pts of KB protection, and I've yet to get KB from anything in game. I've been hit many times from many AVs including the AVs in the BAF and Lambda and still haven't been Knocked back. I'm sure there are many critters that can Knock me back, but have not had it happen yet.

    But it's totally up to you what you feel comfortable with. Remembers Acrobatics only gives 7pts of protection, so if you have ever had Acro on any of your characters, at least you can use that as a measuring power to achieve the KB protection amount you want on your character.
  4. Quote:
    Originally Posted by LISAR View Post
    In HKEY_CURRENT_USER\Software\Cryptic there should be a new branch called KRCOH, under that change the locale value to 1.
    Then RMC the KRCOH key and select "Permissions..." then "Advanced".
    Uncheck the " Include inheritable permissions from this object's parent" box and make the only user "Everyone" and only give them "Read control".
    This is correct, I have the Stand Alone as well, and this is what the text docs says to change the language from KR to ENG. The only problem is this stand alone is very old. The costumes are back from issue 2 or 3.

    It would be nice if NcSoft would create a stand alone for us to use with all updated costume parts. This would keep me pretty busy even when not playing the game. It would allow me to spend time on my costume for future characters
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    My reading is the opposite. It looks like the badge is failed if someone dies or if someone destroys a terminal.

    Having the option of two completely different ways to get it would seem very weird to me.
    Well not saying I'm absolutely correct or you are, but I'll put it to the test when it goes live and report my findings
  6. Quote:
    Originally Posted by Kotchie View Post
    These badges appear (at least to me) to harken back to the "no deaths" master runs. While I do not forsee a big problem with some AT's, I can see the writing on the wall for the howls of protest about the badges, being as some of them are dependent on no deaths among 24 people, which can be quite a feat.

    Bring on the badges!!!!
    Quote:
    Complete the Keyes Island Reactor Incarnate Trial without having anyone die or destroy any terminals in the final battle versus Anti-Matter.
    Notice what the badge text says. I don't think you have to do this with no deaths.
  7. At least you're getting emails from NcSoft. I am subscribed and haven't gotten a email in over 3 years. I've sent petitions on this, asked a few red names and nothing was ever corrected.

    I gave up, if they don't care nor do I.
  8. Here is the Fire / SS build I use for my fire farm map.

    I do have 3 purple sets but they can be replaced with whatever you want until you can afford to purchase them.

    Or at the very least maybe my build will give you a few ideas to tweak your build. But I don't have a single problem with my build, it works perfectly


    Click this DataLink to open the build!


    Code:
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  9. Fire Tanks with cap resist to fire and soft capped defense to fire is a beautiful thing

    I can run +4 x8 Fire farm maps all day long without having to worry about dieing and coming back from the hospital at all. I normally trigger all the ambushes and put my Burn on auto and come back a few minutes later and complete the mission

    Many people like the Fire Cyborg mission and that's fine, but I run my own fire ambush map where the mobs have no Smashing or Lethal damage, it's pure fire, which works perfectly considering Fire armor tanks aren't capped to S / L resist. So with Soft capped defense to fire as well as capped resist to fire, I'm golden

    I'm running perma hasten, with a 10 second Healing Flames, 7 second Burn Patch. I don't run or even have Blazing Aura, I know many people want it, but its not needed since I use this character specifically for farming the AE. This is my money maker so to speak.
  10. Quote:
    Originally Posted by Rajani Isa View Post
    >.> "affect" not "effect"
    Gotta love the gammar nazi
  11. Quote:
    Originally Posted by Necrotech_Master View Post
    difficulty has never affected completion bonus, the completion bonus has always been static relative to the level of the mission
    Mission difficulty in the past has effected mission reward bonus. I believe this was changed when the difficulty was able to be adjusted the way we have it now. Before when you could set it to Unyielding, Invincible etc...etc it did effect mission reward bonus, but it hasn't since the change.
  12. Quote:
    Originally Posted by Iron_Destroyer View Post
    Thank you for the replies and example builds they gave me a lot of insight.

    But a few questions, you are all saying that you do not care about regen or anything else and that only softcapping the defense matters? I am asking because there are times when I have way over 45% with inspirations and still get hit and I feel like if I had more regen I could survive through what kills me.
    No, regen is good don't get me wrong. But when you are running soft cap defense on your tank, regen isn't that important. It is, but it's not going to make your tank useless. So it's a preference. I suggest get as much regen out of the build you can, but I wouldn't sacrifice other things to get it.

    Quote:
    I see that a couple of the builds have not taken Hasten, I thought it was basically given to take hasten, wondering why you have skipped it.

    Do you run out of endurance quickly with Tough/Weave on all the time? More then doubling my current endurance use on live seems like I might be winded in no time.
    I'd never take Hasten with a Inv / SS. With the double crash from both Rage and Hasten, you can find your elf in trouble if you don't pay attention to your endurance.

    I normally try to build most of my characters close to 70% recharge, that to me is Hasten But with the Inv / SS 45-60 is more than enough to hold a very steady attack chain with the occasional taunt.

    I took conserve power as a throw away power, but I do find myself using it in the Lambda Trial due to the Seers drain psyche, it helps a great deal, so it wasn't a complete throw away power. But no, with not having Hasten I have "Zero" endurance problems with my tank build.

    Many people like to settle for soft capped defense to just S/L but I would recommend to reach soft capped defense to all Type damage, you will find it much more survivable. S/L covers a lot of damage in the game, but there is also a lot of Elements and Energies in the game as well that don't deal S/L and you will find yourself getting hit a lot more if you're not at soft capped to those types of damage.
  13. My regen is more than enough specially when you're not getting hit much

    Also note, this is not my current build, I have a better build, but I figured I wouldn't post it because it's not for everyone, my build consist of PvP recipes and Purples with better defense and better regen 391 to be exact.

    Plus the end recovery covers the Rage drop very well, so I love it
  14. Here is the build I use, there are many ways to improve it if you want to spend the extra cash. But this is the cheaper version of my build. Hope it helps.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Concealment
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(46)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 2: Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(15)
    Level 4: Temp Invulnerability -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(5), RctvArm-ResDam/EndRdx/Rchg(5), RctvArm-ResDam/Rchg(19)
    Level 6: Haymaker -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(48), Mako-Dam%(50)
    Level 8: Dull Pain -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(15), Dct'dW-Heal(31), Dct'dW-Rchg(45)
    Level 10: Unyielding -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(11), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam/Rchg(45)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/Rchg(42)
    Level 14: Super Jump -- Jump-I(A)
    Level 16: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg/Rng(17), Mocking-Taunt/Rng(17), Mocking-Rchg(37), Mocking-Taunt/Rchg(48), Mocking-Acc/Rchg(50)
    Level 18: Invincibility -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(19), LkGmblr-Rchg+(34), LkGmblr-Def/Rchg(43)
    Level 20: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(37), Mako-Dam%(40), Mako-Acc/Dmg/EndRdx/Rchg(43)
    Level 22: Boxing -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(36), P'ngS'Fest-Dmg/Rchg(42)
    Level 24: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(25), Aegis-ResDam/Rchg(25)
    Level 26: Tough Hide -- LkGmblr-Rchg+(A), LkGmblr-Def(27), LkGmblr-Def/EndRdx(27), LkGmblr-Def/Rchg(46)
    Level 28: Rage -- GSFC-ToHit(A), GSFC-ToHit/Rchg(29), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(34), GSFC-ToHit/EndRdx(34), GSFC-Build%(48)
    Level 30: Resist Elements -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(31), Aegis-ResDam/EndRdx/Rchg(31)
    Level 32: Resist Energies -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/EndRdx/Rchg(33)
    Level 35: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/Rchg(36), LkGmblr-Def/EndRdx/Rchg(43)
    Level 38: Foot Stomp -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), C'ngBlow-Dmg/EndRdx(39), C'ngBlow-Dmg/Rchg(40), C'ngBlow-Acc/Rchg(46)
    Level 41: Conserve Power -- RechRdx-I(A)
    Level 44: Physical Perfection -- EndMod-I(A), EndMod-I(45)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)

    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Spiritual Core Paragon
    Level 50: Void Radial Final Judgement
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Rebirth Radial Epiphany
    ------------

    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- Heal-I(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(37), Mrcl-Rcvry+(40)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(33)
    ------------

    Set Bonus Totals:
    • 8.5% DamageBuff(Smashing)
    • 8.5% DamageBuff(Lethal)
    • 8.5% DamageBuff(Fire)
    • 8.5% DamageBuff(Cold)
    • 8.5% DamageBuff(Energy)
    • 8.5% DamageBuff(Negative)
    • 8.5% DamageBuff(Toxic)
    • 8.5% DamageBuff(Psionic)
    • 11.8% Defense(Melee)
    • 16.8% Defense(Smashing)
    • 16.8% Defense(Lethal)
    • 16.8% Defense(Fire)
    • 16.8% Defense(Cold)
    • 16.1% Defense(Energy)
    • 16.1% Defense(Negative)
    • 3% Defense(Psionic)
    • 17.1% Defense(Ranged)
    • 11.8% Defense(AoE)
    • 3.6% Max End
    • 36% Enhancement(Accuracy)
    • 50% Enhancement(RechargeTime)
    • 4% Enhancement(Heal)
    • 5% FlySpeed
    • 231.9 HP (12.4%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • MezResist(Held) 9.35%
    • MezResist(Immobilize) 14.3%
    • MezResist(Terrorized) 2.2%
    • 5% (0.08 End/sec) Recovery
    • 60% (4.68 HP/sec) Regeneration
    • 1.26% Resistance(Fire)
    • 1.26% Resistance(Cold)
    • 1.26% Resistance(Toxic)
    • 1.26% Resistance(Psionic)
    • 20% RunSpeed

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  15. Beef_Cake

    Master of Lambda

    Quote:
    Originally Posted by flipside View Post
    I can't say I agree with this statement. Unoptimized teams have been completing Mo* runs for Apex and Tin Mage forever now. Up until the iTrials, they were supposedly the hardest game content. It didn't require a specialized team to complete those.
    Disagree all you like, I see it being done with minimal efforts now. And nor does the iTrials require a specialized team to complete it.
  16. Beef_Cake

    Master of Lambda

    Quote:
    Originally Posted by DumpleBerry View Post
    Respectfully, my friend, you think everything is too easy. But then, when you're pretty much the ranking badgeholder for the entire game, ever--why wouldn't you?
    Well considering unoptimized teams are completing it on Pinnacle, yeah I think its a bit easy now. I think it would've been more of a challenge if the base 30% S / L that had been removed was only actually 15% it would've made it a bit more challenging and still able to be obtain.
  17. Quote:
    Originally Posted by Johnny_Butane View Post
    Well, Lambda is much more griefable, and that's part of why it gets played less than the BAF.


    .
    Not sure what server you play on but on Pinnacle, this is played a bit more than the BAF. Mainly because you can do it with smaller teams. I haven't seen a single thread started on these boards talking about people griefing the Lambda, so I doubt this is the reason.
  18. Quote:
    Originally Posted by Jake_Summers View Post
    Extra Emp merit a day, several extra ast merits a day, new badges, unlocks both sides of the Incarnate tree at the same time, fun.
    QFT!

    Quote:
    Originally Posted by IanTheM1 View Post
    Not only does it look far more complicated than BAF or even Lambda, but following the guide, it has multiple phases and mechanics that look extremely griefable.
    We heard the same thing about the Lambda and BAF but I haven't seen any of it since their release to the public. Besides with the new League system options, you can choose who does and doesn't come along and or you can vote them out and put a 1 star on the person, that way you never have to team with them again. Remember we do have a ranking system with notes for ourselves to use
  19. I heard of being unlucky, but for the past 2 days and a total of 23 Trials being run, all I've gotten is Uncommons.

    I think someone need to rework the RNG. There is no way in hell this is random. Random means:

    1. proceeding, made, or occurring without definite aim, reason, or pattern: the random selection of numbers.

    2. Statistics . of or characterizing a process of selection in which each item of a set has an equal probability of being chosen.

    I now have 22 of each Uncommon, only 3 of each Common. Please fix this, as I know this can't be WAI.
  20. Quote:
    Originally Posted by Chad Gulzow-Man View Post
    Unsigned, sorry. I get that you're asking to keep the current possible level shift at +3, but there just isn't any real need for it other than "I don't want Lore/Destiny powers".

    If you don't want them, just slot them for the level shifts and don't bother to put them in your tray.
    But I want the best reward first! I don't want to have to grind out the rest of Lore and Destiny to get my level shift!

    I want them as easily as I can get them
  21. Beef_Cake

    Master of Lambda

    Well a few members from my SG have helped about a dozen people get the Master Lambda badge. I must say its a little disappointing now. I think it's a little too easy.

    But at least below average teams / leagues can now earn it.
  22. Beef_Cake

    Run-In Bug Fix

    Quote:
    Originally Posted by Lobster View Post
    I thought this was before the current, semi-re-breaking of the pet AI with what, i19 or 20? I could be totally wrong... but it's been a long time since I've seen a dev comment on anything power related, let alone MM related.
    I know it was about a year ago I read this from a redname, I'd like to say it was Castle, but I can't be sure about who it was, but I do remember what I previously posted was the reasoning for it.
  23. Beef_Cake

    Run-In Bug Fix

    My search-fu is weak on these boards, so if someone can find it great. But I am pretty sure one of the rednames commented on this a while back about why the pets were coded this way. Short explanation, it was a balance issue. If the pets were to remain at ranged they'd be overpowered.

    I too hate the AI the pets use, I sometimes find myself fighting to keep them at ranged. When I play my MM it definitely improves my APM, that's for sure.
  24. Quote:
    Originally Posted by StratoNexus View Post
    Explain to me how that makes any sense at all.

    For example, my Fire/Fire/Flame blaster has 2 powers (and I could have 3) that will be affected by this. With this change those 2 powers will now have Interface affect one target every 10 seconds. Hot Feet and Blazing Aura will still work just like they have for years. Interface will still work great in all my other powers and will simply be mostly a non-factor in those two powers.

    But because of this I should respec out of Hot Feet and Blazing Aura AND unslot my Interface?
    I never said I'm gonna respec out of any power. I said I will remove the Interface ability from the characters that have said power that make it almost pointless to even use the Interface slot. For example, my Storm / Ice Defender, I use my rains on her and thats it, I don't use single target blasts, so the Interface will be of no use to me after this change goes into play. So therefore I will remove it, as it won't be much help to me.

    Quote:
    Originally Posted by Dispari View Post
    I don't think anyone has to change their Interface choice, unless they specifically made the choice to take advantage of an overpowered rain.
    Well, I took it not because it was overpowered, I knew it was. But I anticipated it being fixed by balancing it out the way other procs have worked for us all in the past. I wasn't expecting it to be gutted in the manor it was on Test. I was expecting it to be fixed to follow the 10 second rule for procs, but effect all targets in the rain's AOE. Not just a single target.