Candlestick

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  1. Haven't really heard anyone talk about these. How are the changes? Pretty much everything timed/unfarmable now?
  2. Kin seems to have natural synergy with the set.

    The sleep is excellent for a Kinetic Opener, since most kin powers do not break sleep.
    Transference allows you to very quickly drain a boss with Elec's further drains.
    Conductive Aura likes you to be up close, which is where Kinetics want to be.
    Siphon Speed allows for the hard control, to be up alot more often.
    Speed Boost for Gremlins helps solve their main problem, being a bit slow.

    Elec/Kin's main downside is that it is a relatively frailer set, since Elec lacks alot of the control many other sets bring.
  3. My ranking

    1. Fire
    2. Radiation
    3. Archery
    4. Sonic
    5. Ice
    6. Energy
    7. Electric
    8. Dual Pistols
    9. Psychic
    10. Assault Rifle
  4. Quote:
    Originally Posted by Minotaur View Post
    Exactly, it looks great, but I can't create any praetorians on my chosen server and neither can most of my friends, this is turning into a bit of a fiasco.

    You REALLY need to get the server transfers working and the store open, there is mutinous talk about.
    Seriously, I'm getting really irritated. 2 days with it down is just unacceptable. Whats the point of all this new content if many of us can't even play it?
  5. I'd really enjoy it if I could actually make a new character....
  6. Hmmm? A fury change? Sorry didn't notice. To busy smashing stuff.
  7. Quote:
    Originally Posted by The_Coming_Storm View Post
    Energy aura is so pretty and shiny like KM.
    KM/EA is the new Mace/EA.

    It's pretty and strong.
  8. Havn't tried out the Burn changes with a blaster yet, but with my Ss/Fire brute, the Burn changes are amazing. It doesn't need it's max targets raised. It is *incredibly* powerful as is. The remaining DoTs still do decent damage, and the first 5 targets are pretty much killed instantly.
  9. Just played around with my SS/Fire Brute with the new changes.

    Fantastic. Fiery Embrace was letting me one shot minions with Footstomp. Burn is well... Insanely good. The max of 5 targets is balanced. It doesn't need to be increased. With 5 targets, the first 5 pretty much die INSTANTLY, and then the DoT from Burn starts killing the rest of the mob. And yes, the DoT is still quite good.

    Can't wait to drop my AoE immb and pick up new stuff.
  10. Logged on my SS/Fire brute to try out the new Fire changes, and hopped in the Liberate Television map. When I tried to exit, the exit did not work. Tried for 5 minutes, and absolultly nothing happened. Had to log off in order to exit.
  11. Candlestick

    FF needs love

    Quote:
    Originally Posted by Vanden View Post
    That's literally exactly what Repulsion Bomb is.
    Then lets make Repulsion Bomb not a total piece of trash.
  12. Quote:
    Originally Posted by Silas View Post
    My vote would be Traps. The Mortar, Caltrops and PGT all benefit quite a lot from procs in addition to standard slotting.
    Yeah, looking through Mids, the Mortar can pretty much accept every single proc there is.... My question on Mortar, is Acc necessary for it? Or could I do 3 Rech/3 Procs?

    Also, last time I played traps was back when PGT was godlike. I deleted my Necro/Traps after the PGT nerf. How well does it proc these days?
  13. Candlestick

    FF needs love

    Quote:
    Originally Posted by Silas View Post
    I'd change one of the big KB/Repel bubbles before Detention Field. I don't have a Forcefielder but I know the enemy phase is quite handy on my Sonic.

    Admittedly, it's useless for 95% of the game but for the endgame TFs it can be an immense help.

    Additionally, FF has plenty of ways to move stuff around and other sets do too, but only FF and Sonic have ST foe phase powers. Black Hole is a turd because indiscriminate foe phasing is fail but DM doesn't need any help
    Well, lets talk about the Repel Bubbles.

    Repulsion Field is a shared power, and I don't forsee it getting changed, since it could *potentially* make many of the Energy Mastery APP's OP if buffed to much, or at all.

    Alternatively, it could get the Fiery Embrace treatment, and just simply be called something else to differentiate from the other Repulsion Fields.

    Possible fix to FF version of Repulsion Field- Turn into something that is similar to Earthquake/Ice Slick. Still a PbAoE toggle, but it checks rapidly against enemies in range, and causes knockdown, like Earthquake. Possibly lower endurance use against each enemy, since they are not getting thrown back, you are going to be checking vs ALOT more of them. Should still burn out your end bar if you leave it on to long though.

    OR.... Make it a timed Toggle, with much lower endurance usage. 90 Second recharge or so, 30 second duration.


    Force Bubble may be more problematic... It's not very useful in most of the game, but can be very useful in very *specific* situations(Ship Raid). Not sure what to do with Force Bubble, but it's just so.... Meh......
  14. With a Nrg/SR, consider skipping a travel power. You are gonna have a tough time fitting in all the powers you want. When i18 hits, Ninja Run+Sprint+Swift is nearly as fast as Superspeed.
  15. So I basically want to build a character that can fit in as many damage procs as possible(Effectively mind you, it doesn't matter if a power can fit in a ton of it's totally worthless for actually using)

    I already know my Primary is going to be Rad, but I am unforsure of a Secondary..

    /Traps? /Trick Arrow? /Rad?

    I know Storm would be decent, but I have done that set to death, so not really interested in it.
  16. Candlestick

    FF needs love

    Quote:
    Originally Posted by Umbral View Post
    I can't remember any cases where the devs have actually removed the ability for a power to accept a certain IO category for a power that had already been released. They've added sets, but I can't remember a single case where the devs have removed and IO set category from a power. Care to share some of the "quite a few" that you apparently know of?
    This is just off the top of my head, I know there are actually more of them.

    Swift/Hurdle- Stealth IO's
    Multiple Powers-Taunt IO's(I believe it was mostly scrappers? Can't remember)

    Quote:
    Knockback is .67 mag KB. With full KB slotting (~170%), you'll pull that up to 1.8 mag. At level 1, Force Bolt does mag 9. That has always been the problem with any "knockback or knockback based off of player choice" debate. Because of how enhancing works, if a power does knockback, you'll never enhance it to an appreciable level.
    It still puts it at KB, rather then KD. Yes, the boss won't go flying a gazillion feet, but thats a good thing. Tossing a boss across a room is a great way to earn the ire of your teammates. In fact, I can think of extremely few, if any reasons why you would need to throw a boss that far, other then just simply for ***** and giggles. Only thing I can think of is negating -KB from controllers who spam their AoE Immb.
  17. Candlestick

    FF needs love

    Quote:
    Anything that increases the base recharge would make it impossible to leave it unchanged in PvP.
    To be fair though, who cares? At this point, the PvP community is next to non-existent anyways, so if it had to come to nerfing the power slightly in PvP... Do it.

    Quote:
    Of course, you're also dealing with interfering with the very reason that some people like it: it sends enemies flying crazy far and it can keep a boss down indefinitely because it recharges so quickly.
    For sending the boss flying crazy far... KB IO's. They can have that if they really want it. As for keeping a boss in perma KD, there are other powers that can do the exact same thing if they really want it, one being a pool power that all AT's have access to(Air Superiority). Turning into a targeted AoE would be a significant buff to the power, which would override not being able to perma-kd a boss with it.

    Quote:
    There's also the issue of pseudo-cottage rule tweakery since the power uses the ranged single target IO sets and turning it into an AoE would force it to use the ranged AoE IO sets.
    The devs have changed quite a few powers to not accept certain sets. This is alot less of an issue then the actual cottage rule.
  18. Candlestick

    FF needs love

    Why not turn Forcebolt into a targeted AoE knockDOWN power? Increase the recharge of course, but would give a great active control power to the set. (Obviously, leave it unchanged for PvP)

    Other possible changes....

    1. Change Detention Field into a Toggle. (I think there was some tech issues with this... So they should fix that!)
    2. Reduce the Animation time of Repulsion Bomb.
  19. You are playing sets that are almost exclusively designed for teaming. It is no surprise you are having issues soloing.

    If you want to enjoy your Energy/Therm and DP/Pain, play on teams.

    If you want to enjoy soloing, play a debuff set, like Rad, Dark, or Traps.
  20. Candlestick

    Lets go!!

    I got to many toons planned out for Praetoria....

    A Claws/Fire Brute...A Fire/Fire Dom... A Fire/Kin or Elec/Kin troller...
  21. Quote:
    Originally Posted by DSorrow View Post
    Consensus of scrapper gurus: KM has above average DPS and a useful secondary effect.
    Thats just for Scrappers and Stalkers. For Brutes and Tanks, it's pretty medicore at best.
  22. It's actually pretty simple. Damage Aura's. Thats basically what they trade for KB protection.

    Yes, Elec has a damage aura as well, but their KB protection is substandard at best, and it's also because Elec doesn't have a very reliable heal.
  23. Quote:
    Originally Posted by ClawsandEffect View Post

    Hoverblasting is a very viable technique for staying out of danger. If you get your ranged defense high enough you can blast from relative safety because non-flying enemies will be forced to use their ranged attacks, which you have a high defense to.
    The problem with Hoverblasting is that it does not synergize well with /Fire. Fire Manipulation has so much fantastic PbAoE's that are really most effective with something running like combat jumping, so you can quickly hop in the middle of the mob, and fire them off, then hop back out of melee.
  24. Quote:
    Originally Posted by Epicbard View Post
    It looks good - Would you be able to change Fire Sword to Fire Blast and keep the same stats?

    Edit.
    I see that its a Melee set so I guess that wouldn't work. Is it worth it to keep that power and set if I probably wont use Fire sword?
    No, you can switch to Fireblast. Firesword does do a good deal of damage though, more then any of your single target attacks baring Blaze, but if you are sure you don't want to use it, yeah, switch to fireblast. Just 6 slot Fireblast with Thunderstrikes for the +Ranged defense.
  25. Here is a build I put together. You can substitute any IO's in the build for SO's, but if you do decide to go for the IO's, this build will give you 24% Ranged defense, 21% Melee defense, and 45% Smashing/Lethal Resistances, as well as a bit of +Recharge, and it's a fairly *moderate* price as well.



    Hero Plan by Mids' Hero Designer 1.707
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Fitness
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(40)
    Level 1: Ring of Fire -- Empty(A)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(9), RechRdx-I(46)
    Level 4: Fire Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
    Level 6: Hurdle -- Empty(A)
    Level 8: Combat Jumping -- Ksmt-ToHit+(A), Krma-ResKB(19)
    Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
    Level 12: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(23), RechRdx-I(25)
    Level 14: Super Jump -- Empty(A)
    Level 16: Build Up -- RechRdx-I(A), RechRdx-I(23)
    Level 18: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45), RgnTis-Regen+(45)
    Level 20: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(43)
    Level 22: Stamina -- EndMod-I(A), EndMod-I(29), EndMod-I(31)
    Level 24: Aim -- RechRdx-I(A), RechRdx-I(31)
    Level 26: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(31), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dam%(33)
    Level 28: Consume -- P'Shift-EndMod/Acc/Rchg(A), P'Shift-Acc/Rchg(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(45), Efficacy-EndMod/Acc/Rchg(50)
    Level 30: Boxing -- Empty(A)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(50)
    Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
    Level 38: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(39), TtmC'tng-ResDam(39), TtmC'tng-ResDam/Rchg(39)
    Level 41: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(46), RedFtn-EndRdx(46)
    Level 44: Bonfire -- RechRdx-I(A)
    Level 47: Fire Shield -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-ResDam(48), TtmC'tng-ResDam/Rchg(48), S'fstPrt-ResDam/Def+(50)
    Level 49: Rise of the Phoenix -- Heal-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    Level 6: Ninja Run
    ------------
    Set Bonus Totals:
    • 14% DamageBuff(Smashing)
    • 14% DamageBuff(Lethal)
    • 14% DamageBuff(Fire)
    • 14% DamageBuff(Cold)
    • 14% DamageBuff(Energy)
    • 14% DamageBuff(Negative)
    • 14% DamageBuff(Toxic)
    • 14% DamageBuff(Psionic)
    • 8.63% Defense(Smashing)
    • 8.63% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 13.6% Defense(Energy)
    • 13.6% Defense(Negative)
    • 3% Defense(Psionic)
    • 14.3% Defense(Melee)
    • 16.8% Defense(Ranged)
    • 3% Defense(AoE)
    • 59% Enhancement(Accuracy)
    • 38.8% Enhancement(RechargeTime)
    • 13% FlySpeed
    • 76.8 HP (6.37%) HitPoints
    • 13% JumpHeight
    • 13% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 3.3%
    • MezResist(Immobilize) 5.5%
    • MezResist(Sleep) 4.4%
    • MezResist(Stun) 11%
    • 14% (0.23 End/sec) Recovery
    • 5.99% Resistance(Fire)
    • 5.99% Resistance(Cold)
    • 13% RunSpeed


    Some changes you could easily make to this, would be to replace Firebreath for Combustion, or Hasten.

    And don't forget, you can get Jet Packs from the Jet Pack vendor, so you can always have flight regardless.