ClawsandEffect

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  1. http://en.wikipedia.org/wiki/Vision_(Marvel_Comics)

    This is the character that was ripped off. The pic on the right side of the page is a good example.
  2. It's smoother. When you use Strike, since it shares an animation with Boxing and Jab, there is a split second pause before your next attack animates. I didn't like that, so I went with Swipe so my attack chain would feel smoother. I actually lose a couple points of DPS by doing it, but I like my attack chain better now so I don't care.

    Edit: Umbral's answer gives you the practical reason. I gave you the "I like the way it looks better" reason
  3. [ QUOTE ]
    Duh - I realized that right after I wrote it. I generally make females so I missed the high collar cape - now its time for me to make a Dr. Orpheus clone and get genericed.

    [/ QUOTE ]

    Bring me my.....BLUE WINDBREAKER!!!
  4. Magic Pack High collar cape, it's available at creation if you bought the pack.
  5. [ QUOTE ]
    First off why would you even report someone who did nothing to you. Obviously mommy and daddy never told you being a tattletale is wrong unless you have been hurt in some manner.

    Secondly ncsoft is breaking the very rule they generic us for.

    Back in the 70's there was a tv show called "Land of the Lost" which has since been remade in to a movie staring Will Ferrell. This is also an area in Skyway City which is called you guessed it, "Land of the Lost". I'm sure Universal Studios bought the rights from Sid and Marty Krofft the original creators who remade the series themselves in the 90s. However I doubt that Cryptic or NCsoft paid for the rights to use this name.

    Someone should report them to the copyright holder.

    [/ QUOTE ]

    Are you frigging serious? You are, aren't you?

    The area in the game known as Land of the Lost is so named because it is heavily populated by the Lost, a villain group within the game. It shares no correlation other than name with the TV and movie locale. If it happened to be an alternate dimension populated with dinosaurs, THEN they might have an issue.

    A name alone does not make a copyright. You CANNOT copyright commonly used words. This is generally meant as any word that appears in a dictionary.

    In the case of the Vision clone seen in the OP's link. The character has the same name, the same appearance, presumably nearly the same powers, and a backstory lifted straight from Marvel's intellectual property. The NAME is not the issue here, it is the fact that it is used in reference to a character that is trademarked.

    The word "Vision" cannot be copyrighted, as it is the name of one of your 5 senses, and appears in a dictionary. If I were to name a character "Vision" and state that he is a human gifted with an extraordinary sense of sight, or is clairvoyant, or is a shaman who gets premonitions there is nothing Marvel can do because the word is used in a different context.

    On the other hand, if I were to create a character named "Touch" and state that it is an android who happens to be predominantly green and yellow with a red face, with a specific set of abilities, THEN I could be in trouble because I'm infringing on a trademark. The name is different, but it relates to the trademarked name because it is ALSO one of the 5 senses. There is enough similarity to draw a comparison to the trademarked character.

    To sum it up: The name has very little to do with trademarking in the case of superhero characters, simply because so many of their names are common words.
  6. ClawsandEffect

    TF "Must Haves"?

    [ QUOTE ]
    -A slightly unhinged, wisecracking comic relief who's the only one trying to pay attention to the story

    [/ QUOTE ]

    That's usually me. Except remove the word "slightly".

    And reword it to imply that not only am I unhinged, but the hinges themselves no longer exist.
  7. [ QUOTE ]
    So how long do you think this guys character will last before it gets hit with the Mod stick

    [/ QUOTE ]


    That is easily the most blatant case of trademark infringement I have seen yet. They did a good job on the costume though.

    I would petition that one, and I'm not especially petition-happy (I only petition blatant cases)
  8. [ QUOTE ]
    Defenders got the rather underwhelming Vigilance which penalizes you for doing a great job protecting the team, but then they really didn't need anything.

    [/ QUOTE ]

    Negligence doesn't penalize you for doing a good job, it just doesn't do anything.

    The overall effect of criticals is now and then you do twice the damage on an attack.

    Buffing damage by 10% would have the same long-term effect, but who doesn't like seeing a Built Up Head Splitter crit for 900 damage?
  9. I used to have Hasten when I relied strictly on my heals. Now I have other forms of mitigation that let me not rely on them quite so much, so I dropped Hasten in favor of something else.
  10. Well for starters, Spines isn't the next best thing for clearing crowds, it's the best thing for clearing crowds.

    I would actually advise both of you to run Spines/Dark.

    For one reason: If both of you are in melee range of a spawn Oppressive Gloom will stack to stun EVERYTHING. It takes mag 4 to affect a boss, combined Oppressive Glooms hits exactly mag 4 (each is mag 2, which only affects minions) Everything will be stunned, which will DRASTICALLY reduce your incoming damage. And the AoE the two of you will be putting out, when combined, will mow through crowds with ease.
  11. Speaking for myself, if I am on a team and the leader kicks someone off the team for not having the "correct" powerset, before they ever run a single mission with the team, the next thing they see in their chat window will be:

    Claws and Effect has quit the team

    Aett explained why nerfs are sometimes required. If one powerset within an AT is vastly outperforming the rest, but the rest of them are within acceptable levels, they will nerf whatever the problem power is. That is to avoid the situation of buffing the REST of the powersets (which is also a lot of work) and having an entire AT that is now overpowered.

    It is true that no one likes being nerfed, but most rational players see the need for it to occasionally happen.

    On the other hand, if one powerset in an AT is vastly underperforming compared to the rest, they will buff that one set rather than nerf the rest.

    People who complain about constant nerfs(and I'm not trying to imply that you're one of them OP, so put the insult thesaurus down before you hurt someone ) tend to forget about buffs that also happened.

    I cite as an example the hordes of people that are screaming about Psionic Assault's Psychic Shockwave getting nerfed. The vast majority of these people are ignoring the fact that the entire remainder of the set is getting BUFFED. They complain that one power (that was overpowered to begin with) got nerfed, when, for years now, the same people have been complaining that Psionic Assault sucks until you hit level 38. To me that says that the rest of the set needed help.
  12. Everyone answered your first two questions pretty good, so I'll just touch on the third one, the Light powers.

    Dark powers are all Negative Energy damage as far as damage types go, and have a to hit debuff as their secondary effect.

    Radiation Blast is pure Energy damage, and has a defense debuff as it's secondary effect (which would be the polar opposite of a to-hit debuff, and which Peacebringer light-based attacks have as well)

    With the upcoming power color customization you can recolor Radiation Blast to fit whatever color you think a "Light" powerset should be and it would be functionally very similar to what Light Blast would probably be like.
  13. Here's what I'd do with your build. It has more recharge, and a little bit of defense. I changed a few sets for better bonuses while keeping the enhancement as close to the same as I could.

    With this slotting Hasten only has 13 seconds of downtime, assuming you fire it as soon as it recharges.


    Hero Plan by Mids' Hero Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Dark Friar: Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Flight
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5), Decim-Build%(7)
    Level 1: Ring of Fire -- GravAnch-Acc/Immob/Rchg(A), GravAnch-Acc/Rchg(50)
    Level 2: Fire Ball -- Ragnrk-Knock%(A), Ragnrk-Dmg/Rchg(7), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(9), Ragnrk-Dmg(11)
    Level 4: Fire Sword -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(13), Hectmb-Acc/Dmg/Rchg(13), Hectmb-Acc/Rchg(15), Hectmb-Dmg/EndRdx(15)
    Level 6: Swift -- Run-I(A)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 10: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(11)
    Level 12: Fire Sword Circle -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(19), Armgdn-Acc/Dmg/Rchg(21), Armgdn-Acc/Rchg(21), Armgdn-Dmg/EndRdx(23)
    Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(17)
    Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
    Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/EndRdx(19), Apoc-Dmg/Rchg(25), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(27)
    Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc(31), P'Shift-End%(42)
    Level 22: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx(23), AdjTgt-EndRdx/Rchg(29), AdjTgt-ToHit/Rchg(34), AdjTgt-ToHit/EndRdx/Rchg(34), AdjTgt-Rchg(36)
    Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(27), GSFC-ToHit/Rchg(34), GSFC-ToHit/Rchg/EndRdx(36), GSFC-Build%(39), GSFC-Rchg/EndRdx(42)
    Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(31), Mantic-Acc/ActRdx/Rng(31), Mantic-Dmg/ActRdx/Rchg(33), Mantic-Dmg/EndRdx/Rchg(33)
    Level 28: Rain of Fire -- Posi-Acc/Dmg/EndRdx(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(43), Posi-Acc/Dmg(46)
    Level 30: Consume -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(33), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(40)
    Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(43)
    Level 35: Blazing Aura -- Sciroc-Dmg/EndRdx(A), Sciroc-Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Acc/Dmg(42), Sciroc-Acc/Dmg/EndRdx(45)
    Level 38: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResDam/EndRdx/Rchg(45), S'fstPrt-ResDam/Def+(50)
    Level 47: Force of Nature -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(48), TtmC'tng-EndRdx/Rchg(48), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-ResDam(50)
    Level 49: Hover -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- QckFt-EndRdx/RunSpd(A)
    Level 2: Rest -- IntRdx-I(A)
    Level 1: Defiance
    ------------
    [u]Set Bonus Totals:[u]
      [*]14.5% DamageBuff(Smashing)[*]14.5% DamageBuff(Lethal)[*]14.5% DamageBuff(Fire)[*]14.5% DamageBuff(Cold)[*]14.5% DamageBuff(Energy)[*]14.5% DamageBuff(Negative)[*]14.5% DamageBuff(Toxic)[*]14.5% DamageBuff(Psionic)[*]6.13% Defense(Smashing)[*]6.13% Defense(Lethal)[*]5.81% Defense(Fire)[*]5.81% Defense(Cold)[*]9.88% Defense(Energy)[*]9.88% Defense(Negative)[*]4.88% Defense(Psionic)[*]9.25% Defense(Melee)[*]16.8% Defense(Ranged)[*]8.63% Defense(AoE)[*]2.25% Max End[*]81% Enhancement(Accuracy)[*]85% Enhancement(RechargeTime)[*]15% FlySpeed[*]135.5 HP (11.2%) HitPoints[*]15% JumpHeight[*]15% JumpSpeed[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 7.5%[*]MezResist(Held) 10.3%[*]MezResist(Immobilize) 10.3%[*]MezResist(Sleep) 9.7%[*]MezResist(Stun) 11.9%[*]MezResist(Terrorized) 7.5%[*]28.5% (0.48 End/sec) Recovery[*]38% (1.91 HP/sec) Regeneration[*]9.13% Resistance(Fire)[*]9.13% Resistance(Cold)[*]1.26% Resistance(Energy)[*]4.39% Resistance(Negative)[*]1.58% Resistance(Toxic)[*]1.58% Resistance(Psionic)[*]15% RunSpeed[/list]------------
      [u]Set Bonuses:[u]
      [u]Decimation[u]
      (Fire Blast)
        [*] MezResist(Immobilize) 2.75%[*] 13.6 HP (1.12%) HitPoints[*] 2.25% Max End[*] 6.25% Enhancement(RechargeTime)[*] 1.58% Resistance(Toxic,Psionic)[/list][u]Gravitational Anchor[u]
        (Ring of Fire)
          [*] 4% (0.07 End/sec) Recovery[/list][u]Ragnarok[u]
          (Fire Ball)
            [*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Hecatomb[u]
            (Fire Sword)
              [*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
              (Combat Jumping)
                [*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[*] Knockback Protection (Mag -4)[/list][u]Armageddon[u]
                (Fire Sword Circle)
                  [*] 4% (0.07 End/sec) Recovery[*] 2.52% Resistance(Fire,Cold)[*] 15% Enhancement(Accuracy)[*] 10% Enhancement(RechargeTime)[/list][u]Blessing of the Zephyr[u]
                  (Super Jump)
                    [*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[/list][u]Apocalypse[u]
                    (Blaze)
                      [*] 16% (0.8 HP/sec) Regeneration[*] 36.1 HP (3%) HitPoints[*] 4% DamageBuff(All)[*] 10% Enhancement(RechargeTime)[/list][u]Performance Shifter[u]
                      (Stamina)
                        [*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 22.6 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Adjusted Targeting[u]
                        (Aim)
                          [*] 2% DamageBuff(All)[*] 1.26% Resistance(Energy,Negative)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] Status Resistance 7.5%[/list][u]Gaussian's Synchronized Fire-Control[u]
                          (Build Up)
                            [*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 22.6 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 2.5% DamageBuff(All)[*] 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)[/list][u]Sting of the Manticore[u]
                            (Blazing Bolt)
                              [*] 12% (0.6 HP/sec) Regeneration[*] 1.88% Defense(Ranged), 0.94% Defense(Energy), 0.94% Defense(Negative)[*] 3% DamageBuff(All)[*] 7.5% Enhancement(RechargeTime)[/list][u]Positron's Blast[u]
                              (Rain of Fire)
                                [*] 2.5% (0.04 End/sec) Recovery[*] 1.58% Resistance(Fire,Cold)[*] 9% Enhancement(Accuracy)[*] 6.25% Enhancement(RechargeTime)[/list][u]Performance Shifter[u]
                                (Consume)
                                  [*] 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed[*] 22.6 HP (1.87%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[/list][u]Obliteration[u]
                                  (Inferno)
                                    [*] MezResist(Stun) 2.2%[*] 3% DamageBuff(All)[*] 9% Enhancement(Accuracy)[*] 5% Enhancement(RechargeTime)[*] 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)[/list][u]Scirocco's Dervish[u]
                                    (Blazing Aura)
                                      [*] 10% (0.5 HP/sec) Regeneration[*] 3.13% Resistance(Negative)[*] 9% Enhancement(Accuracy)[*] 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)[/list][u]Blessing of the Zephyr[u]
                                      (Super Speed)
                                        [*] 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)[/list][u]Luck of the Gambler[u]
                                        (Personal Force Field)
                                          [*] 7.5% Enhancement(RechargeTime)[/list][u]Impervium Armor[u]
                                          (Temp Invulnerability)
                                            [*] 2.5% (0.04 End/sec) Recovery[*] 1.88% Defense(Psionic)[/list][u]Steadfast Protection[u]
                                            (Temp Invulnerability)
                                              [*] 3% Defense(All)[/list][u]Titanium Coating[u]
                                              (Force of Nature)
                                                [*] MezResist(Sleep) 2.2%[*] 18.1 HP (1.5%) HitPoints[*] MezResist(Stun) 2.2%[*] MezResist(Held) 2.75%[/list][u]Luck of the Gambler[u]
                                                (Hover)
                                                  [*] 7.5% Enhancement(RechargeTime)[/list]
  14. At 20, which was my point. QR and Stamina open at the exact same level. Stamina requires 2 other powers from the pool to take, QR does not.

    I'd rather take powers from my primary and take QR at 20, as opposed to taking 2 powers I don't really need yet and taking Stamina at 20. QR is the better power, it should always be taken first. Add Stamina later if it turns out you need it.
  15. ClawsandEffect

    anyone else

    [ QUOTE ]
    Yes, it was good movie, but a few issues.

    One, no plot! NONE!

    Yes, the effects kicked [censored], million dollar explosions.

    Nice cars! For GM, those concept cars they talked about are sweet! Uh

    Over, better then the first movie, but lacked story.


    [/ QUOTE ]

    I put it to you that if you are going to see Transformers for the plot you are going for the wrong reason. You even said it managed to be a good movie with a virtually nonexistent plot.

    I'll be seeing it this weekend. Had I gone last night I would have gotten home around the time I get up for work
  16. For some reason I now want to make an Earth/TA troller named Sticks and Stones.
  17. [ QUOTE ]
    And as a sonic blaster, you have to be careful when you use shout, because you WILL be AS'd if there is a good stalker in the zone. Always lookout for stalkers in the zone or stalkers nearby you. After playing as a Sonic blaster and being AS'd while using shout, and playing a stalker and AS'ing sonic blasters while they use shout, you MUST be careful where you use it!

    [/ QUOTE ]

    Very true. My Sonic/Devices is a hoverblaster. I've pretty much quit PvPing due to some drama on my home server. But when I did I noticed that I didn't get ASed very much. Seems not many stalkers take Fly.
  18. It got buffed to 1.0 when they added everything else.

    My DM/Nin stalker routinely 3 shots bosses. BU-AS-Placate-MG-SL = dead boss, almost guaranteed.

    Scrappers have to hit a boss a few more times than that.

    All I want is for scrappers to get the teaming critical bonus too. If that happens my only complaint about the 2 ATs disappears.
  19. ClawsandEffect

    TF "Must Haves"?

    [ QUOTE ]
    It's becoming increasingly more aggravating to get into a TF PUG lately. Seems there are becomine more and more "must have" builds - and if you dont have that build - no need to apply. Is this game turning into Guild Wars?

    You "must have":
    - A stone tanker
    - A Kin
    - A Rad
    - A Cold Fender
    etc., etc., the list goes on.

    As far as I'm concerned, the only must haves are a good tank and a decent healer (and perhaps 1 controller) - the rest of the party is fairly flexible. Yes, there are team builds that go a lot faster than the random pick up group - but I saw someone spam last night for an hour to get that "perfect" team. I'd be really curious if that team build made up for the hour+ of broadcasting.

    [/ QUOTE ]

    The only things I know of that require a certain team makeup to be successful are MoSTF and MoRSF runs. And even then there is room for adjustment.

    The only things I require for a TF are:

    1) Something to hold agro, any kind of tank will generally work. A WP or Shield scrapper will do in a pinch. A controller that can lock everything down consistently is acceptable as well.

    2) Something with some form of heal that is usable on others. A dark or a kin will work for that. Alternately, sufficient buffing ability to make heals unnecessary works too. I'd rather have a good bubbler than a bad healer.

    3) Damage dealers. This includes everyone on the team. If you're playing an empath, and have no one in need of healing, and all your buffs are applied, you damn well BETTER be hurting something. I don't care if you only have one attack, USE IT!

    4) Players who aren't going to take the whole thing too damn seriously. I usually don't make speed runs, and players that complain about it taking too long are liable to get kicked if they annoy me enough. It takes a LOT of annoyance to get me to the point of kicking someone though.

    5) People who actually talk. I don't like running missions with complete strangers who never say anything. Crack a joke, make a comment, ask a question, ANYTHING but stoney silence!

    I've been told that my requirements are too harsh. I don't think they are at all. Do you guys?
  20. Like I said, I have no problem with stalkers critting outside of Hide, that change was needed, and I agree with it.

    The 3% added per team member within a certain range is what annoys me. They gave stalkers an ability that was supposed to be unique to scrappers and made it better for them, while leaving the scrapper version unchanged.

    THAT is my gripe.
  21. The fear effect is only on the AS, and it's a 25% chance. As far as I know normal attacks do not get this benefit.

    What I was saying is stalkers have the ability to guarantee a critical hit by being in Hide when they strike AND the ability to crit while NOT in Hide, the percentage for which increases slightly while on a team.
  22. And scrapper's chance to crit never increases in ANY situation, teamed or not.

    The stalker crit is more effective on teams because it fires more often.

    The scrapper chance to crit stays exactly the same.

    How is "More effective in some situations" -NOT- better than "Stays exactly the same ALL the time"?
  23. Couple things:

    Pull the Damage single enhancements out of all the powers with purples. You are ED capped without them. You really won't notice much of a drop, 5-10 points of damage at most. The 6th slot bonus on most purples is pretty useless. Toxic resistance isn't something you really need at higher levels unless you plan on doing the Abandoned Sewer Trial a lot.

    Take one of those slots you saved by pulling them and add it to your nuke, with the 6th Obliteration in it. You'll get 3.75% melee defense out of it.

    Replace the Knockback Protection in Temp Invuln with a Steadfast Resistance/Defense. You will gain more resistance that way and get 3% global defense to everything.

    Replace Ragnarok: Damage with the Chance for Knockdown in Fireball. If you use it like I do, you jump in and FSC after hitting them with Fireball first, if some of them are on their butt you won't take as much damage when you jump in. And you still get the same bonuses.

    Pull Hecatomb: Damage from Fire Sword and use the slot to put a 5th Posi' Blast in Rain of Fire, gets you another 6.25% recharge.

    Pull the Entropic Chaos out of your snipe and replace it with Sting of the Manticore. Awesome set for a snipe, and it's dirt cheap because no one wants it for some reason. The Chance for Heal is wasted in a power you use that seldomly, and if it's in a snipe, when you're using it, chances are you don't need the heal anyway.

    Pull the Apocalypse: Damage out of Blaze and add the slot to Force of Nature for a 6th Titanium Coating, gives you more melee defense.

    Also, since you said you just came back, I figured I'd also tell you that Flares is worth taking now. It shares an animation with Power Bolt and fires in 1 second.

    Swap the enhancements you have in Hover and Super Jump for Blessing of the Zephyrs. They enhance close to the same amount and will get you almost 7% ranged defense between the two powers.

    Replace the End Mod/Accuracy/Recharge in Stamina with the Chance for +End. It DOES fire often enough to make a difference. And it can give you endurance back after a nuke, since it does not count as natural recovery.

    Just my thoughts on your slotting, I see nothing at all wrong with your power choices, it actually looks a lot like my fire/fire with some minor differences. The slotting advice is to get rid of redundancies while adding some more useful set bonuses.