CBeet

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  1. Quote:
    Originally Posted by Techbot Alpha View Post
    I guess the ammount of times I've seen blasters say 'Nuking next mob' or the like is just a figment of my imagination then.
    Only thing I'd like to add to this discussion is that, when a Blaster says they're nuking, it's most likely (actually, in my experience, it's always) with the primary powerset. On a team, the amount of time it takes for Time Bomb to go down then be set off, the group could just be taken down through regular means. Regular Blaster nukes though are fast and easy damage which can be quickly deployed.

    Solo, Time Bomb's okay, especially if you're AR/, but most who make their opinion known team.. In which case, it's next to useless unless it's a bad team that can't handle itself or so good it just throws the bomb in there for the hell of it.
  2. I can get behind Superstrength and/or Martial Arts Domis, something for a more natural character.

    Just quickly checking the Dominator powersets, it seems they don't get a small melee attack in any form, usually opting for a small ranged attack then the medium/large bread and butter melee attack (Bone Smasher, Stone Mallet ect), with Earth Assault even having a ranged power specifically made for the set so they didn't have to add Stone Fist. Whether to keep that with a Super Strength set or not is up to the Devs, as it'd be something to set it apart from the rest for sure, unless unbalanced.

    Referencing between your proposed powers and existing sets, I'd build it something more like;

    1: Punch
    2: Haymaker
    4: Shockwave
    10: Hurl
    16: Rage
    20: Hand Clap: Changed to knockdown with minor smashing damage, 50% chance to stun and average accuracy
    28: Knockout Blow
    35: Battle Taunt: Single target foe -tohit (5-10%), -defense (10-15%), -damage (5-15%), mag 1 fear and taunt. 7.5 second duration, 20 second recharge. For the animation you point at and single out an enemy with one hand while you beat your chest with the other
    38: Foot Stomp

    Edit: Missed the preview button <.< >.>

    For a Martial Arts set, I'd imagine it'd be easier to put together.

    1: Shuriken
    2: Storm Kick
    4: Crippling Axe Kick
    10: Exploding Shuriken
    16: Focus Chi
    20: Quickness
    28: Crane Kick
    35: Dragon's Tail
    38: Shuriken Barrage: Ranged cone of shurikens, moderate lethal damage, 15-20 second recharge, 10-15 endurance
  3. Quote:
    Originally Posted by Tyrrano View Post
    *slinks away, crestfallen, to delete his Emp/Elec...*
    In terms of AoE/ST damage and survivability, of course. Emp/Elec's not a bad combo for a nice duo/support char..

    ..

    SorryIsoundedmeandon'tdoanythingirrational D:
  4. Quote:
    Originally Posted by SpittingTrashcan View Post
    Will a Rad/Son Defender outdamage a Stone/Ice Tanker? Probably.
    I'll have you know my Tanker does quite good damage!

    I like my Stone/Ice Tank because, at the end of the day, or that group of enemies, I will be the last one standing. Maybe my damage isn't the best, but neither is theirs, and they have to fight ME, because if they attack my team, there will be hell to pay. And hell has frozen over
  5. Thanks for the input

    I have a rather.. Abnormal attack chain, since I don't have one, I just use the best power available (currently recharged) for the situation at that point of time. ST for lone/key targets, AoE for groups, mez for key/troublesome targets (Or as a panic button when they're AoE).

    My playstyle is by no means the best, but I find it fun. The way I see EATs is as a playground for personalised builds. I like having something for most situations, so making a Fortunata as a jack-of-all-trades seemed like the best thing to do. Also, I have no problems with redraw, as evident from my TA/DP Defender.

    The Lockdown was for both the Ranged and AoE defense in just one set, to save up other powers for possible IOing out to fix the other issues you brought up. The plan with that build (except for a couple powers I set IOd out from experimenting for the best of both enhancing and bonuses) was to just find out the cheapest, most efficient inf and power wise build for getting that infamous 45% defense. With suppressed MP, that should have soft-capped defenses to all positions, or at least Melee and Ranged.

    Cheap, to me, is under 100m, under 50m if possible, 200m at most. I don't tend to collect many merits, due to being a roleplayer and having alot of characters that I switch between to play on. I suppose I do have alot of merits, just not on the same character.

    By the sounds of it, I'm on the right track, so I'm going to go back and play around with slotting to try and help with the endurance issues.

    Edit:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |7E157FAE2|
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    A little over my usual budget, but the numbers seem to add up well.
  6. I was just playing around with a Fortunata in Mids and wondered what the simplest route for softcapping is, or at least the cheapest. So here, have a chunk:

    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1423;669;1338;HEX;|
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    |-------------------------------------------------------------------|
    How does it look? Any ideas or changes?

    Edit: Yes, I didn't grab Mind Link, I swapped it out for Psionic Tornado for extra AoE damage.
  7. Thanks for the input all.

    I understand the reasoning behind getting it because it's the only AoE damage in set, but still, the animation and damage isn't the best. AoE knockdown will be Fault's territory, seeing as the combination of it's knockdown, stun and quick animation will be making it a very happy focus of mitigation.

    In my mind, the animation of Tremor could be used flooring one or two enemies with the more powerful ST attacks, so.. I suppose there's not much use for it with my playstyle.

    I'll be leaving it out for now and wait out for the patron AoE (going Soul like a good little Brute).
  8. With my Stone/WP quickly rising in level, what are people's thoughts on Tremor? I've tried it on a low level Dominator (RIP that Fire/Stone.. You did me well, untill I got bored) and although it was okay AoE damage, I wasn't completely happy with the outcome due to animation, recharge and endurance.. However, on a (Willpower) Brute this may be different, so I ask.

    Is Tremor worth it, and if so, how about slotting? Regular IOs and set options please, if possible (currently running by 2x end, 2x recharge, 1x acc in all attacks).
  9. Well of course, Dark Melee + Defense set because of the reason you stated. Any ST damage set with Shields to supply more AoE would be another choice.. Out of the ones I've tried, these ones also spring to mind:

    Stone/Ice Tank, protection of Stone with Ice's control means insane levels of protection.

    Stone/WP Brute (or Tank), with Willpower's additional endurance management, it lets you get past Stone's high end attacks. Put with that also the possible AoE perma-stun from Fault and WP's regeneration per enemy, it's a very potent group killer despite being mostly ST. The best use I've found so far is against bosses, as you can keep the group around them stunned and feeding you regen so you can fight the boss, which half the time is being knocked down anyway.

    Claws/WP Brute (or Scrapper), Similar reasons for Stone/WP, except more offensive than defensive. With Willpower getting stronger the more enemies are nearby, and Claws having very good AoE potential, they suit eachother like tea, milk and two sugars (please, thank you).

    Archery/Mental or Fire Blaster, due to the AoE ability from PBAoEs, AoEs, cones and mez. Mental Manipulation especially so because of the stun chance in the PBAoE with Drain Psyche. If you have a distraction, you can get some utter sick (and I don't use that word often) AoE damage against groups, plus you can go staminaless letting you grab more attacks.

    Fire/Kinetic or Radiation Corruptor, no comment, but with the right build can make Archery/Mental look like an Empathy/Elec Defender with Flurry.

    Elec/Nin Stalker, Elec Melee's main downfall is generally lackluster ST damage, but with the increased chance for critical hits and Assasin's Shock it shoots right up on a Stalker making it a beast. IIRC, Lightning Rod also doesn't drop hide, so you can explode into a group and proceed to AS. Ninjitsu is, of course, the generic "Look at me, I'm awesome!" secondary for Stalkers.
  10. A forcefield defense set would be good, and the way I imagine it, the set wouldn't just be an Energy Aura clone, but primarily a high Defense and Resistance set with high endurance and soft control.

    1: Bubble Shield - Toggle, minor defense to all positions (5-10%), moderate resistance to S/L (20-30%)

    2: Reflect - Toggle, moderate defense to Ranged (10-15%), high resistance to Energy (30-40%)

    3: Lockdown - Toggle, protection to Hold, Immob, Stun, Sleep, Knockback, repel and resistance to slow, moderate defense to Melee (10-15%)

    4: Expand - Taunt aura toggle, 50% chance to knockdown nearby enemies every 5 seconds with a larger bubble around you

    5: Defend - Ally toggle, grand moderate defense (10-15%) and resistance (20-30%) to all damage to a single ally, but for a very high endurance drain

    6: Reactive Shielding - Auto, minor damage resistance (5-10%) to all, self +recharge (15-20%)

    7: Destruct - Clicky PBAoE knockdown, Footstomp stats but no damage, high mag taunt

    8: Unseen Protection - Toggle, moderate defense to AoE (10-15%), minor resistance to Smashing, Lethal, Energy and Fire (5-10%)

    9: Personal Forcefield - Toggle, 300 second recharge (unenhanceable), acts as a hybrid of the existing PFF and Hibernate

    That's how I would see a Forcefield set ingame. Very high protection (maybe Granite Armour level with all the shields) but high endurance drain, seeing as you're having to project and maintain a wall between you and the attacks.

    Disclaimer: I threw this together without too much thought, so feel free to pick it apart/add your own ideas/ignore this completely out of my own stupidity.
  11. And it's only going to get better from there.
  12. CBeet

    Fiery Aura

    Change Burn into a front-loaded PBAoE with a slightly larger radius akin to Shield Charge.

    Add high immob resistance (not protection) to Fire Shield, Plasma Shield and Blazing Aura then rule it off as all the fire/heat destroying the immob, so with all of it working in unison most immobs will only stop you for a split second.

    Add a short duration self damage buff to Rise of the Phoenix OR change the knockback to knockdown/up, so that your return is powerful. Increase the recharge/remove the stun if needed for balance (RotP, Fiery Embrace, Burn and Fire Sword Circle for returning to the land of the living with a BANG).

    Increase the accuracy of Consume OR add a small heal per target OR front load the endurance gain.

    That is all I can think of that would make a Fiery Aura character feel more stable/balanced to me, when compared to other sets.
  13. Alright, looking at the powers, referencing to Mids and using my lack of common sense, I'll give my thoughts/versions on numbers. I'm running these based on Scrapper defenses.

    Breath of the Dying: Toggle, no endurance. When deactivated upon death, deals roughly the same damage as Fire Sword Circle in an 8ft radius (same as normal melee PBAoEs), 16 second recharge.

    Perseverance: Toggle, 0.26/sec endurance drain, offers scaling protection from Defense to Resistance. At 100%hp, it will offer 12% defense to Melee and Ranged unenhanced. Every 5% health you loose will lower the value of defense by 1% base, and add 2% resistance to all damage. 75% hp will change to 7% defense, 10% resistance. 50% hp will change to 2% defense, 20% resistance. 40% hp and below will stop at 24% resistance to all damage, unenhanced.

    Adrenaline: Auto, Stamina level +recovery, 20% resistance to endurance drain, slow and recharge debuffs.

    Resilience: Toggle, 0.21/sec endurance drain, Indomitible Will mez protection, 10%
    resistance to Smashing, Lethal, Cold, Toxic.

    Unnerving Presence: Toggle, 0.56/sec endurance drain, taunt aura. PBAoE foe -damage (15%), -tohit (5%), every 10 seconds it ticks with a 10% chance for mag 3 fear with a 5 second duration (unenhanced).

    Frenzy: Toggle, 0.21/sec endurance drain offers a 10% damage buff for every 5% health lost, self -regeneration (500%), -tohit (5%) (as opposed to the -def)

    Hasty Assault: Auto, Quickness clone

    Rebound: Self ressurect, 50% HP, 25% End, 300 second recharge, self +damage (30%) for 60 seconds.

    Death Wish: Click, 90% resistance to all damage, 1500% regeneration, 300% damage buff, 120 second duration, 1000 second recharge, 5000 unresistable damage to self on crash. Upon crash, you become untargetable, only awakens or your self rez will save you from a hospital trip.


    Working it out, with 3 defense/resistance, 1 endred and 3 -tohit slotted, this is how these numbers would look over the course of 100%, 75%, 50% and 40% for a level 50 Scrapper.

    Constant values:

    Unenhanced:
    15% 'resistance' through -dam
    5% 'defense' through -tohit
    0 Regeneration
    1.24/sec endurance drain

    Enhanced:
    15% 'resistance' through -dam
    8% 'defense' through -tohit
    0 Regeneration
    0.74/sec endurance drain

    Full Health, unenhanced:
    12% defense (Melee/Ranged)
    10% resistance (Smashing, Lethal, Cold, Toxic)
    No +Damage

    Enhanced:
    19% defense (Melee/Ranged)
    16% resistance (Smashing, Lethal, Cold, Toxic)
    No +Damage

    75% health, unenhanced
    7% defense (Melee/Ranged)
    20% resistance (Smashing, Lethal, Cold, Toxic), 10% resistance (Fire, Energy, Negative, Psi)
    50% +Damage

    Enhanced:
    11% defense (Melee/Ranged)
    34% resistance (Smashing, Lethal, Cold, Toxic), 16% resistance (Fire, Energy, Negative, Psi)
    50% +Damage

    50% health, unenhanced:
    2% defense (Melee/Ranged)
    30% resistance (Smashing, Lethal, Cold, Toxic), 20% resistance (Fire, Energy, Negative, Psi)
    100% +Damage

    Enhanced:
    4% defense (Melee/Ranged)
    47.5% resistance (Smashing, Lethal, Cold, Toxic), 32% resistance (Fire, Energy, Negative, Psi)
    100% +Damage

    40% and below, unenhanced:
    No defense
    34% resistance (Smashing, Lethal, Cold, Toxic), 24% resistance (Fire, Energy, Negative, Psi)
    120% +Damage

    Enhanced:
    No defense
    54.4% resistance (Smashing, Lethal, Cold, Toxic), 38% resistance (Fire, Energy, Negative, Psi)
    120% +Damage

    30%: 140% +Dam
    20%: 160% +Dam
    10%: 180% +Dam
    Under 5%: 200% +Dam
  14. I *REALLY* like the idea of this kind of powerset, with scaling buffs based on your HP for a melee glass cannon.

    The issue on how it'd play in a team, with them not getting the full benefit due to buff/debuff/heal powers, is problematic though. How about, with Perseverance, it scales with defense at high health and into resistance at low health? 100% health, you have 0% resistance and ..20% defense(?) to all (numbers pulled out of my ***..istant), 75% health it goes to 10% resistance and 15% defense, 50% health is 20% resistance and 10% defense, 25% health is 30% resistance and 5% defense, 10% health is 40% resistance and 0% defense?

    That way, there's still protection at high health but it may be prone to defense debuff failure, and as your health goes down there's more reliable protection. High health: quick and nimble, dodging attacks; Low health: you're angry, starting to slow down but you grit your teeth and ignore the pain instead.

    Edit: The numbers I came up with were thinking in terms of Scrapper protection, if there's going to be a defense debuff with the damage buff
  15. I have an electrical speedster called Deadspeed, an Elec/Nin Stalker, whose invisibility is explained as him quickly running away, then running back and using the momentum with his powers as the Assasin's Strike.
  16. In my experience, Elec. Blast has always been the runt of the litter, hiding in the corner due to lower damage but no other real effect to back it up. Endurance Drain's always been a disappointment to me, so if a mag 1 hold was added to the ST attacks/Voltaic Sentinel with a, say, 80% chance to tick (like Energy's knockback) then I feel it'd be an improvement, though maybe not enough to pump it up.

    I'd also like to see Elec gain a Chain Induction-like effect to Lightning Bolt or Zapp (maybe Voltaic Sentinel's attack?), but that would be for another thread.
  17. I would suggest an Elec/Regen or Fire/Regen Scrapper (replace Regen with Willpower if you'd like, though I find Regen helps better in the lower levels). If Villainside is more your thing, then I can suggest a Fire/anything Brute, Willpower being the usual choice of flavour, though any other set with a damage aura may be better for the extra AoE damage with Fire Breath and FSC.

    Then of course there's the ranged variety, a Fire/Dark Corruptor would work well with the control and debuffs of Dark complimenting Fire's silly amount of damage, both AoE and ST. There is also a /Thorns Dominator (Fire or Plant control complimenting well) or Archery/ Blaster (Fire or Mental Manipulation, again, complimenting the primary).. And of course, a Thugs or Bots Mastermind coupled with Dark or Traps for insane damage and survivability.

    Those're what I can think of off the top of my head for reliable AoE damage and survivability.
  18. I have it in my Scrapper's Fireball and I'd say it's not reliable enough for a good mitigation against your chosen enemies. If surrounded, I usually see 2-4 targets knocked down, most I've seen would be 6 or 7 at a time which, when you consider it would be next to useless on Rikti Drones, I don't think it will be too useful to you and might be better used on a damage proc or additional power enhancement.

    That's just from my experience of it though, so I suggest waiting for a few more replies before making a decision.


  19. If I am a winner, I permit NC Interactive, Inc. and NCsoft Europe Limited to use my name, likeness, photograph, hometown, and any comments that I may make about myself or this contest that I provide for advertising and promotional activities. I also certify that I am at least 13 years of age and am eligible to participate in this contest.
  20. Hehe, great idea for Time Bomb William!

    I have 2 Devices Blasters, one's 50, the other's 34 and I have many a time watched other Blasters in teams who're /Energy, /Elec or even /Ice and thought how nice it'd be to use something other than the toggles from my secondary. If I use Trip Mine, everything's dead by the time it's down, same with Time Bomb and Gun Drone. Caltrops is alright, but doesn't add much to the fight. Web Grenade is okay for fliers so the Scrappers can get their well deserved meal, but at the same time why use it when you could be using an attack?

    The main ideas here that I agree with are the changes to Cloaking Device and Targetting Drone. Give TD a constant 25% damage buff (maybe more to Lethal damage?), aswell as an extra 25% damage to Snipe attacks (again, maybe a little more to the Archery/Assault Rifle snipes?) and that'd be great. CD can use some loving, and a damage buff if you attack from stealth would be awesome, especially with a stealth nuke (Assassin's Nova, BOOM). I can imagine a 25-50% bonus, seeing as it's only the first attack and there is no click buff in Devices.

    On the subject of Time Bomb, however, I think that once chosen it should give you two powers like the Dual Pistols ammo changes. One would place the explosive on the ground (with a reduced animation/interrupt time, please? Pretty please?) and the other would send it a command to explode if it hasn't reached the end of it's countdown. Same recharge, same endurance, same damage, just give it a remote detonator and reduce the time it takes to put the thing down.
  21. CBeet

    Nuke My Survey!

    Do you nuke?
    Yes, I take great pride in making whole spawns disappear at will.

    When do you nuke?
    With most of my experience of nuking being with Nova, I nuke when things get out of hand or when a team's doing so well that it's just something funny to do. When playing as a Blaster that can nuke, I look out for spawns that are too close to one-another, groups of mostly Minions where the fight will be easy but long winded (especially if there're runners), or when I am/the team is being swamped and we need some breathing room.

    Best and worst Nukes?
    The best nukes to me are ones that offer additional advantages on top of the great damage. I'd rank it Ice, Dark, Energy, (Archery), Son, Fire, (Assault Rifle), Elec, Psi, Rad, (Dual Pistols) in that order of best-worst. I threw in the quick nukes because despite their differences, are still pretty awesome.. Except for HoB.

    What other powers complement the nuke?
    Anything which can offer a distraction are great, be it from yourself (Gun Drone), or someone else (A Scrapper).

    Anything which will add to the damage, such as summon DoT attacks, -resistance/-defense, Aim/Buildup/PBU, a quick AoE attack for beforehand ect.

    Powers which can help you get into a group without being squished is always a plus. I used to do Aim, Teleport, Nova on Beet (Energy/Devices), which then switched into using PFF, and is now just Cloak + SS into the middle of the group. Anything which can give you an advantage to get into position to blow them up, really.

    Anything else you'd like to add?

    A pet project of mine is blowing up people who say nukes are useless
  22. I'd say the bare bones SO slotting should be 3 damage, 2 accuracy, 1 recharge. It is a great source of burst AoE damage and mild knockback mitigation through toe-bombing, aswell as being good for setting up as your set's namesake for when you need to do a tactical retreat.
  23. As stated already, EM, as a whole, sucks unless you've got one big bad about to tear you a new one and they need to go down or be mezzed quickly. I used to have an Energy/Inv Brute, who I did delete after the ET change.. I spend alot of time looking at numbers, and I knew it was a tough hit so I decided not to go through with it.

    I've got a few ideas on what could be done with EM.. As usual, the animations *could* be cut down, with Energy Transfer's animation regained and/or Total Focus sped up, but then a real form of good group mitigation is still missing.. Well, that got me thinking.

    With Energy Transfer and Total Focus, when you hit the enemy there is a large burst of energy to give it more oomph. How about adding a low mag AoE stun to one of the two powers, or to both? Like Thunderstrike has the knockdown and damage element, Energy Transfer could maybe let loose a Mag 2 stun for several seconds?

    Another idea is turning Barrage into a very short range cone.. I don't know, to me the animation and name suggests it could be used to hit several enemies, like Shadow Maul.
  24. CBeet

    Dark/Fire

    Make one Silas.. They're active and tricky to play, but oh so satisfying. With +recharge and both PBAoE end drainers, additional recovery may help but will not be needed on most occasions. If you're aiming for the defense build, then prioritise on recharge after that, then +HP then, if possible, regeneration. Your biggest strength to survivability will be your self heals, then the rate at which you kill things, then the inbuilt resistances (at least, this is from my experience with a Dark/Fire). Building upon it with the defense, +HP and regeneration will make a VERY active but solid character.

    I had a look at your defense build and this is what it looks like now I've had a fiddle:
    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
    |MxDz;1410;709;1418;HEX;|
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    |E0B58D9FF5E|
    |-------------------------------------------------------------------|
    There's some very good advice in this thread, I hope my contribution helps you
  25. Additional character slots, huuge improvement.. I've now got every slot on my main server unlocked and filled, and I want more.. More..

    The fifth costume slot was nice, I remember there was much rejoicing on the Roleplaying forums.

    Ouroboros, thus leading to my favorite Scrapperlock inducing mission ever with the Mender Lazarus TF. I've lost count on how many times I've been bored and decided to run through it, in a team of solo, it doesn't matter.. It's always fun.

    And lastly, City of Villains.. More specifically, Brutes.
    Lovely, delicious, angry Brutes.