Dark One

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  1. [ QUOTE ]
    Now all I need it to find a woman with a sexy voice willing to record all the new sounds I want.

    Things like "Over hear ,big boy" for glowies and such.

    [/ QUOTE ]

    ...

    You win the thread.

    That would be an awesome sound for glowies.
  2. Thank you for bringing it back.

    My personal opinion is that the Invasions should stay for quite awhile, not just the next month.

    The Rikti are a continuing threat and should be treated as such. Somehow, I just don't see them 'giving up'.

    The LGTF invasions are fine, but there should be a random day once a week or thereabouts where a full blown invasion occurs across Paragon City and the Rogue Isles.

    If anything, there should be more events like this one. The game desperately needs some dynamic content.

    Here's an idea, you can attach event triggers to completions of Task Forces as is shown by the LGTF. Why not extend that to other TF's? Say someone completes the Positron TF, we get an event of the CoT and Vahz duking it out much like the Council/5th war. Someone completes the Synapse TF, we see a massive increase in Clockwork population including buildings getting skeletonized and the lights going out in a zone. For Psyche's we'd get Freaks running up and down streets attacking anyone getting in their way (including other Freak spawns). For Numina's we'd see the various trees and shrubberies have a chance of getting up and attacking along with the NPC citizens getting turned into Devoureds.

    There's a lot of things they could do along those lines. It would definitely give the game a more comic-booky feel as compared to the TFs and such that don't really affect the outside world.
  3. [ QUOTE ]

    Short of exploits, the devs thankfully have never come out and told us how we should play the game, and they never will. They have however told us through these kinds of changes how they don't want us to play the game. Farming of any type has been frowned upon by the devs and many changes have come about as a way to discourage it. This change is as clear of a message as they are going to send that farmers of all types should seriously reconsider how they play in RV.


    [/ QUOTE ]

    You're jumping back and forth here, which is it? A change to discourage farming, nevermind that the majority of the people used the heavies for their intended purpose i.e. taking down Pillboxes and the Sig AVs/Heroes when possible, or a change to encourage teaming to take down the Pillboxes?

    You missed the entire point of the post.

    Majority of people don't 'farm' in the sense you are talking about. An extemely small minority of people leave the heavies on and AFK compared to the ones who are fighting at the keyboard with the heavy.

    Now, who gets punished the most in this situation? The foreign influence/infamy farmers or the legitimate players working towards a goal? The farmers will move onto something else. The legitimate players get screwed. Net profit = farmers aren't hurt but the legit players are.

    You really need to distinguish between the RMT farmers and the legitimate players that get lumped in with them.

    [ QUOTE ]

    So, essentially a different type of farming. Don't get too comfortable with it.


    [/ QUOTE ]

    You mean actually playing the game with my alt following me? How in the heck is that 'farming'?

    By that logic, anything in this game can be considered 'farming'.

    Me: "Hey, I'm fighting Rikti in RWZ."
    You: "FARMER!"

    Me: "Hey, I'm trying to get the Monkies for Zookeeper."
    You: "FARMER!"

    Me: "Hey, I'm dancing in AP."
    You: "FARMER!"

    [ QUOTE ]

    Except that, at it's heart, it is about PvP. The whole point of the zone is PvP, and everything that occurs in the zone is designed to bring about interaction between players. That includes the PBs and Heavies.


    [/ QUOTE ]

    No, it's not, the change to Heavies that is.

    Again, anyone who does PvP in RV ignores the Heavies. Between the lumbering speed, slow recharge of their attacks, and large amount of hitpoints, they are ignored and just about useless for the user of the Heavy. The people that could use them no longer really can because of the zero buffability status.

    But guess what? There's that nice squishy Empath Defender over there. You take him out and you don't have to worry about the Heavy.

    Let me break this down for you:

    Fighting another Player = PvP
    Fighting a Pillbox = PvE, even if in a PvP zone

    Which one of those fights is Regen and Healability status going to matter? Really think about this one.

    PvP is entirely too fast paced for the Regen value and being able to heal the Heavy to make that big a difference.

    But being able to heal a Heavy when taking on Lord Recluse or Captain Mako? That could mean the difference between success and failure.

    [ QUOTE ]

    Now there is something we can both agree on.


    [/ QUOTE ]

    Get rid of them, BUT at the same time lower the level of the Pillbox Turrets to 50 or reduce their rank to Minion. And reduce the badge requirements as well. There is absolutely no reason for those things to be the same level and rank as the Rikti on the Warship.
  4. [ QUOTE ]

    That's essentially what they have done. Notice has been served. Did you get the healing badges on your own? Did you get the mentoring badges on your own? Get used to the idea that some badges will require you to suck it up and get a team if you want the bling.


    [/ QUOTE ]

    No, what they have done is nerfed something.

    If they want to make it as a true intention, then come out and say it. The time for 'cryptic' hints and pointings at what they want a person to do is over. It's been three years now, the time for 'nudging' us into the playstyle they desire is past.

    And actually, I CAN get the healing badges on my own. All it takes is going to Siren's and healing the Longbow/Arachnos Hotspot groups.

    Mentoring badges I can do the same thing with. All I do is fire up my second account.

    [ QUOTE ]

    Take this nerf as a message from the devs telling you that, if you are going to spend time in a PvP zone, perhaps you should strongly consider getting a team to do so.


    [/ QUOTE ]

    Except, this isn't about PvP, not at it's heart, IMO.

    It's about the PvE in a PvP zone, again, IMO.

    No one bothers fighting the heavies in PvP, they go right for the controllers of said heavies, because the controllers of said heavies are vastly easier to take down, especially the types that need the heavies to function viably.

    As a test tonight, I took a FC Heavy in RV. Now, the Heavy only has a couple of attacks that it uses in short range fashion. The short-range uber attack that recharges in a molasses fashion and a couple grenade style attacks. I was able to get ONE uncontrolled PB turret with that heavy. ONE. TURRET. There is also something wrong with the AI that it will hardly ever, if at all, use the double hand blast thingie (not the shoulder cannon) when at short range. I can't even imagine what the Villain heavies go through.

    As a second test, I got another Heavy and had it stay at range so only one turret could attack. I was able to take the other three turrets out that time, but the second turret of the next PB killed the heavy.

    These things are supposed to be amongst the pinnacle of Freedom Corp technology and 5 turrets can take one out?

    They might as well not even be there.

    Oh, and as to your team comment? Ya, again, try finding a team when at prime time on a Friday night, there were a grand total of 5 (or thereabouts) people in RV on Protector. And at least three of them were Villains.

    Edit - I have no problem with getting defeated by another player while in a PvP zone, it's the nature of the beast. But getting defeated by lvl54 bosses while trying to help my supposedly 'Elite' pet? That's a horse of a different color.
  5. [ QUOTE ]
    [ QUOTE ]
    Why, you'll only need to do that another 500 times to get the last badge...

    [/ QUOTE ]
    Or you could, I don't know, maybe PLAY THE GAME? Get a team and destroy pillboxes, hopefully with some resistance put up by the other side? After all, that's what the badge is actually for.

    [/ QUOTE ]

    No, it's not what the badge is for.

    The badge is for taking control of 1000 pillboxes. That's it.

    It's not for PvP. It's not for 'getting a team'. It's not for fighting against some imaginary 'resistance'.

    Using a heavy IS part of taking down pillboxes, since only a minority of badging characters are able to do so in relative safety solo. Not to mention actually finding a team in the for the most part, empty wasteland that is RV on all but Freedom and Virtue servers.

    If they want the Pillboxes to be team-only content, then come out and say it. Not this nickel-and-diming everything to death on taking them on.

    Edit - Not to mention, why is it whenever one of these nerfs rolls around, there's always someone who will invariably say 'Get a team' like teaming is the solution to every problem?

    Or the inevitable 'Play the game' comment.

    Gee I guess I wasn't playing the game when I was fighting pillboxes with my Heavy. Guess that was just some dream, huh?

    Edit ^2 - And quite honestly, I am tired of getting punished repeatedly for the actions of a very few.
  6. [ QUOTE ]
    [ QUOTE ]
    At this point, you may as well just remove the heavies entirely. You can't use them for pillbox captures, you can't use them to help knock over the signature characters, and players generally ignore them when PvPing. What good are they now?

    [/ QUOTE ]

    Please, dont exagerate. I went into RV yesterday with my Blaster and using the same one heavy took out two pillboxes. And most if not all Blasters will atest to the fact that pillboxes will pummel a Blaster solo.

    [/ QUOTE ]

    A whole two pillboxes!

    That is SOOOOO vastly overpowered!

    Why, you'll only need to do that another 500 times to get the last badge...

    /sarcasm off

    The change is stupid. Plain and simple. Combine an unhealable, unbuffable pet with a majority of people who play squishy characters combined with taking out four lvl54 bosses that can all cover each other.

    Reduce the number of pillboxes needed for the last badge to the number needed for the last Heavy badge.

    Of course, knowing Dev logic, they'll simply increase the Heavy badge to match the Pillbox badge...wish I had done the pillbox switching when I could...
  7. Definitely a nice guide.

    I'm currently doing my one-man/many-alts SG and I've only just gotten away from the Oversight Center/Combo Unit. This is my setup:

    1 - 1x4 Control Room with Mainframe and 2 Corner Terminals
    1 - 2x2 Energy Room with Generator
    1 - 2x2 Teleporter Room with 2 TP'ers but only 2 beacons placed ATM
    1 - 2x2 Workshop as my storage room
    5 - Inspiration Bins (yes, I went on a bit of a...binge...during the Winter Event )
    1 - Salvage Bin
    1 - Enhancement Bin

    Total Spent - 1.274 million Prestige plus the cost of the 1x4 room and the 2x2 Workshop.

    Ya, I could have a lot more stuffs if I didn't have those Inspiration bins packed to the brim with Tier 3s and Presents from Winter Event.

    I'm kinda at the point where any serious upgrade is going to take awhile. I'm hoping to get about another 22k Prestige to place my first Database (and dump the Corner Terminals). Then it'll be another 20k to get my second set of beacons in. Then another 60k for a Medical Room and Rezzer.

    *le sigh*

    It's going to be awhile yet, but hopefully I'll get there.
  8. [ QUOTE ]
    [ QUOTE ]
    Okay, I'm looking for a few sounds. If anyone can help, it would be greatly appreciated.

    2. Peacebringer fly sound effects, and the shields (if that's possible). That "ring" makes me not want to use my Peacebringer.

    [/ QUOTE ]

    Me too, the peaceeyes1.ogg kills the activation sound whine, but not the continuous whine that my peacebringer has for the duration of the flight toggle being on.

    [/ QUOTE ]

    Does the peaceeyes1.ogg get rid of the hum/whine that's present from Dwarf Form attacks? I seriously need to get rid of that. My PB that's been on the shelf for a long time just got Dwarf Form and I can't play with sound.
  9. Could the list be updated to reflect the post-Issue 8 Ice/Eng blaster guide that I revamped from my Issue 3 guide?

    Here.

    For some stupid reason, a couple people have felt it necessary to 1-star my guide, even though they never said why.

    If you could update please, I would appreciate it. Thanks.
  10. I'm just the opposite, I find the two powersets to be extremely synergistic. Power Boost magnifying your holds and slows. Tossing out disorients once you've got other things held. It just seems to 'work' better together than say Fire/Eng.

    Like I said, all numbers came out of Sherksilver's builder. I thought there was something that all rain powers have an inherently higher accuracy.

    Energy Punch may be a good power. But I can't work it in and don't find myself 'missing' it (I did have it for a little while when I first made the character). I like the higher chances of control rather than strictly higher damage. There isn't enough chance of control there for me to want it, nor can I see dedicating 5 more slots to the power to make it worthwhile.
  11. Yes, yes it is.

    But which would you rather have, a short guide that is basically just a build with slotting or something that tells you why to take a power and what doesn't really fit?

    I dunno if I'm going to update this come Issue 9 and Inventions. 550 views with only one comment, and for some reason some one gave me a 1-star rating with no associated comment. Makes me wonder if my time is worth updating. *shrug*
  12. [ QUOTE ]

    Apparently there are several new channels, "Elite badge hunters" is a private channel for Protector (Only mod on that channel is @Voltor).

    Reports that Protector Watch has the most "badge only" traffic, while as a general channel (badges/badge missions/hamidons/chatter) Jello Shooters is active.


    [/ QUOTE ]

    Yup to both of those. Although JS is more of the nature of chatter with some of the badge stuff. Most people announce it on PW rather than JS.

    EBH is indeed private. You gots to know the peeps to get in.
  13. Dark One

    Guide to Guides

    An updated version of my Hasten Free Ice Blast / Energy Manipulation Blaster Guide. Issue 8 compatible.

    Linky.
  14. Introduction

    Hello all, welcome to my Issue 8 Updated Ice Blast / Energy Manipulation Blaster. I affectionately call this build a Blaptroller.

    Things have changed since I wrote my original guide for Ice/Eng. Perma-hasten - one of the main things I wrote the original guide to avoid - is no longer possible, special ED has curtailed our power, and while I don't particularly care for the implementation, it has upped the difficulty level of the game. However, for this character, my slotting didn't change much since I was fairly ED compliant before that...mechanic...was introduced to the game.

    This is primarily a Player vs Environment Blaster compared to the specialized Player vs Player builds that one can find. While I have done PvP with this build, it was in the time before Toggle Dropping was nerfed into nigh uselessness. I have tried a little bit since and done alright, but it is a far from optimized build for that sort of thing. If you are interested in a PvP twinked out guide, then this isn't for you. My philosophy is, PvP is at best, a diversion. There are really no concrete rewards, other than the Single Origin Enhancments and Tier 2 Discipline Inspirations gained from turning in Bounty, and so you can't really progress in the game based solely on PvP'ing.

    In this guide, the power information is from in-game power descriptions and statistics comes from Sherksilver's Hero Builder, found at here. To the best of my knowledge, the numbers in the version of the builder I have are current. I fully credit him and the rest of the people that have provided actual numbers to that builder. I, in no way, claim credit for them. Hopefully, they won't mind too terribly much if I use them here.

    Please note that the ratings I assign the powers are pretty much arbitrary, but rate how I feel about the power.

    Also note, that I'm not that verbose and am trying to get right to the good stuff.


    Personal Philosphy & Background

    My first character that I created on August 31, 2004 was Dark Panthress, my Ice Blast/Energy Manipulation Blaster. I don't know why I was drawn to that particular pairing, it just felt right to me. I got laughed at alot for not going for Fire/Dev or the other Flavor of the Month builds. I looked at no guides to tell me how to work the combo for max efficiency. I just muddled along doing what felt right to me.

    When I finally dinged level 50, it was a very good day. At the time, I was the fourth level 50 (to the best of my knowledge) on the Protector server. It took around 660 hours for me to get there, experiencing all the content I could. Naturally, I missed out on doing Croatoa, Striga, and the new Faultline with her, but it's been a very good ride for me.

    I've tried other sets and other Archetypes, but I keep coming back to her. No other Blaster build seems as fun to me as Ice/Eng. Some of the funnest times I've had was substituting for a Controller in a pinch and providing massive damage, both at range and up close and personal.

    It's from the combination of two single target holds, one of the most damaging single target ranged attacks in the game, and three disorients plus a massive single target melee attack that I gave her the name of Blaptroller - combining the holding power of a Controller, the Ranged power of a Blaster, and the up close and personalness of a Scrapper.


    Power Information and Personal Rating

    For those who aren't aware or conversant with the numbers, a higher Brawl index is equivalent to higher damage. I am not conversant on the Power Data Standardization method of classifing the damage, so I'm sticking with something that I know.

    The stats listed below are the base statistics, not the enhanced stats.


    Ice Blast Primary

    This primary is designed around single-target damage and control. It can come close to rivaling some primary control sets of Controllers. I like to refer to the Ice Blasters as more mini-controllers than as 'true' Blasters.


    Ice Bolt

    Description: Ice Bolt quickly pelts an enemy with small icy daggers; their chill Slows a foe's attacks and movements for a time. Fast, but little damage. Damage: Minor, Recharge: Fast.

    Allowed Enhancements: Reduce Endurance Cost, Enhance Range, Enhance Rechrage Speeed, Enhance Damage, Enhance Accuracy, Enhance Slow

    My Take on this Power: I never took this power on my main build. I've tried it on Test and for me, there's not really any downtime cycling between Freeze Ray, Bitter Freeze Ray, Ice Blast, and Bitter Ice Blast, so I can keep shooting continuously pretty much. I cannot justify taking a minor damage power and spending 6 slots on it and by having this starting out, I would be forced to spend a power choice to get Ice Blast. You could take this and respec it out, but I'm also not a big fan of spending respecs, since we never know when more are coming. Not really necessary in my book.

    End Cost: 5.2 endurance
    Activation Time: 1.17 seconds
    Recharge: 4 seconds
    Range: 80'
    Tohit Base: 75%, +1: 68%, +2: 61%
    Brawl Index: 2.2222 (Cold) + .556 (Smashing) = 2.778

    Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack.

    Personal Rating: 1-2 / 10


    Ice Blast

    Description: Ice Blast hurls shards of ice at foes and Slows their attacks and movement for a time. Slower recharge than Ice Bolt, but more damage. Damage: Moderate, Recharge: Moderate.

    Allowed Enhancements: Reduce Endurace Cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy, Enhance Slow

    My Take on this Power: I took this starting out as my initial Ice attack. You never really outgrow this power, IMO. One of your staple attacks.

    End Cost: 8.528 endurance
    Activation Time: 1 second
    Recharge: 8 seconds
    Range: 80'
    Tohit Base: 75%, +1: 68%, +2: 61%
    Brawl Index: 2.778 (Cold) + 1.778 (Smashing) = 4.556

    Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack.

    Personal Rating: 8 / 10


    Frost Breath

    Description: Unleashes a cone of frosty breath that can Slow your opponents' movement and attacks. Very accurate and very deadly at medium range. Damage: Moderate (DoT), Recharge: Slow

    Allowed Enhancements: Enhance Cone Range, Reduce Endurance Cost, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy, Enhance Slow

    My Take on this Power: This power is somewhat iffy. In my estimation, it benefits very well from a single Cone Range Increase. It is useful in those situations where the villains haven't spread out yet, generally one of your first attacks on a group of enemies. However, it gets dangerous in teaming situations where you have a tank holding a group for pounding. It seems every time I use this when in a group, the herd (however small) will immediately turn on me, ignoring the tank. Use at your own risk, but still a good power, especially when solo. Also, the DoT is somewhat misleading. The attack does two ticks of equal damage, so I don't really think of it as a DoT, even though it 'technically' is.

    End Cost: 15.2 endurance
    Activation Time: 2.67 seconds
    Recharge: 16 seconds
    Range: 40'
    Cone Width: 30 degrees
    Tohit Base: 90%, +1: 83%, +2: 76%
    Brawl Index: 1.945 (Cold) + 1.945 (Cold) = 3.89

    Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack. This power also has a +20% Accuracy Bonus.

    Personal Rating: 5 / 10


    Aim

    Description: Greatly increases the Accuracy of your attacks for a few seconds. Slightly increases damage. Recharge: Long

    Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed, Enhance ToHit Buffs

    My Take on this Power: With one accuracy in your attacks, there's not quite that big of a need for Aim. I use it really only for going up against a boss / AV or when taking on reds and purples. Its still useful in situations, I just don't find myself clicking it that much. I know of others that use Aim and Build Up whenever they recycle and swear by them. To me, it just doesn't seem as 'necessary' to use it that much. If everything is already locked down, then it's not as imperative to dish it out as fast as possible. *shrug*

    End Cost: 5.2 endurance
    Activation Time: 1.17 seconds
    Recharge: 90 seconds
    Damage Buff: 62.5%
    Accuracy Buff: 37.5%

    Personal Rating: 6 / 10


    Freeze Ray

    Description: Although this power deals very little damage, the Freeze Ray encases your foe in a block of ice, holding him helpless in place for a while. Damage: Minor, Recharge: Moderate.

    Allowed Enhancements: Enhance Hold, Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

    My Take on this Power: One of the defining, if not THE defining, power of the Ice Primary. Two shots of Freeze Ray will hold a boss and if you keep applying, will keep him held the entire battle. Get it, slot it, love it. With a couple hold enhancers in there, you can get the boss held, then every other cycle of Freeze Ray, apply it again to the boss for a perma-hold, all the while taking out his cronies. Had a friend try an Ice blaster and never took this power. He was getting very frustrated until I suggested taking it. He was on the brink on deleting the character, but once he took the power, fell in love with the character. If you get the chance to obtain them, get three Accuracy/Mez Hamidon Enhancements, or the equivalent Invention Enhancements 'soon' to be available. Slot three of those with three recharge speed enhancemeents and it'll be happy times.

    End Cost: 6.9 endurance
    Activation Time: 1 second
    Recharge: 10 seconds
    Range: 60'
    Duration: 6.8 seconds
    Tohit Base: 75%, +1: 68%, +2: 61%
    Brawl Index: .278 (Cold)

    Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack.

    Personal Rating: 10 / 10


    Ice Storm

    Description: Shred your foes with this Ice Storm. This power deals a lot of damage and in a large area and can Slow all affected targets movement and attack speed. Damage: Minor (DoT), Recharge: Long. Location AoE.

    Allowed Enhancements: Enhance Slow, Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance Damage

    My Take on this Power: Had this for awhile, got sick of its lousy damage, respec'd it out. You can easily use this in conjunction with Blizzard to keep them in your nuke's AoE with three Slows slotted in it. This power is more for slowing the enemy down than for doing damage. After many moons of being without Ice Storm, I finally broke down and respec'd it back in. I usually end up forgetting I have it, and consequently, forget to use it.

    End Cost: 15.6 endurance
    Activation Time: 2.03 seconds
    Recharge: 60 seconds
    Range: 60'
    Duration: 15 seconds
    Tohit Base: 150%, +1: 143%, +2: 136%
    Brawl Index: .051 (Cold) x 72 ticks average + .051 (Lethal) x 72 ticks average = 7.344

    Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack. This power also has a +100% Accuracy Bonus.

    Personal Rating: 4 / 10


    Bitter Ice Blast

    Description: A slower yet more powerful version of Ice Blast, Bitter Ice Blast deals much more damage and can also reduce your enemy's Accuracy. Like other Ice Blast powers, Bitter Ice Blast can slow a target's movement and attack speed. Damage: Superior, Recharge: Slow.

    Allowed Enhancements: Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance ToHit Debuffs, Enhance Damage, Enhance Accuracy

    My Take on this Power: Your primary attack. The closest thing the Ice Primary gets for a snipe. Does quite good damage. Combine this with Ice Blast and you can fell yellow minions in 2-shots. With the coming Invention Enhancements, it may be a lot easier to slot the power with Slow Enhancements, which till now, was really only worthwhile if you have a lot of Damage/Accuracy Hamidon Enhancements freeing up a slot for a potential Slow Enh.

    End Cost: 13 endurance
    Activation Time: 1.07 seconds
    Recharge: 12 seconds
    Range: 50'
    Tohit Base: 75%, +1: 68%, +2: 61%
    ToHit Debuff %: 7% (not sure on this though)
    Brawl Index: 3.556 (Cold) + 2.778 (Smashing) = 6.334

    Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack.

    Personal Rating: 10 / 10


    Bitter Freeze Ray

    Description: This power can Hold your opponent frozen solid in a block of ice. The victim can be attacked and will remain frozen and helpless. After the Ice thaws, the victim emerges chilled and Slowed. Bitter Freeze Ray deals moderate damage. Damage: Moderate, Recharge: Slow.

    Allowed Enhancements: Enhance Hold, Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

    My Take on this Power: This is a somewhat situational power. I use it as an opener on a boss. Combine it with Freeze Ray and it gets a boss held. One thing to watch out for that I've noticed is that if you Miss with this, the boss will immediately turn around and attack before the animation finishes. However, if you hit with it, he won't until the animation finishes. I didn't
    slot for damage on this as I would rather have the Holds in there. Once you get to 50, you can start putting in Damage / Mez Hami-O's in it and get both benefits. Both this and Freeze Ray allow you to attack the villain without breaking the hold. This is the longest activating power in the Ice Primary.

    End Cost: 15.2 endurance
    Activation Time: 3.7 seconds
    Recharge: 20 seconds
    Range: 80'
    Tohit Base: 75%, +1: 68%, +2: 61%
    Brawl Index: 3.667 (Cold)

    Special Note: This power provides a -Recharge and a -Speed debuff on a successful attack and lasts for approximately 18 seconds. (I'm not entirely sure of the duration here. It *seems* a bit long.)

    Personal Rating: 8 / 10


    Blizzard

    Description: The massive damage from the Blizzard can Slow the attack rate of all your opponents in a large area, reducing their Accuracy. Activating this power leaves you drained of Endurance and unable to recover any Endurance for a while. Damage: Extreme (DoT), Recharge: Very Long. Location AoE.

    Allowed Enhancements: Enhance Slow, Reduce Endurance Cost, Enhance Range, Enhance Recharge Speed, Enhance ToHit Debuffs, Enhance Damage, Enhance Accuracy

    My Take on this Power: One of the best nukes in the game. The tradeoff of the high damage and ranged, non-Line of Sight placement is the fact that the power does it's damage in ticks. It is quite possible for the mobs under the rain to leave the AoE and be very, very mad at the caster. The power benefits from using Ice Storm prior, or having a pocket Controller locking down the mob grouping. For the longest time, Blizzard (and other droppable powers such as Burn) did not benefit from outside buffs such as Aim, Build Up, Fulcrum Shift or Red inspirations. However, in roughly June of '06, the behavior was changed so that Blizzard can now be buffed. Blizzard is now on par with other nukes that could be buffed.

    End Cost: 20.8 endurance
    Activation Time: 2.03 seconds
    Recharge: 360 seconds
    Range: 60'
    Tohit Base: 150%, +1: 143%, +2: 136%
    Tohit Debuff: 7% (not sure on this number)
    Brawl Index: 0.167 (Cold) x 75 ticks average + 0.167 (Lethal) x 75 ticks average = 25.05

    Special Note: This power has an inherent +100% Accuracy. There is a 8% chance every .2 seconds for a Knockdown of a mob to occur. There is a 90% Self Endurance Recovery penalty for 20 seconds with a 100% Endurance Drain upon casting. This power also has a -Recharge and a -Speed debuff to affected mobs.

    Personal Rating: 9 / 10 (not 10 because of the nature of DoTs)



    Energy Manipulation

    The Energy Manipulation secondary is geared around disorienting your target as well as providing several self buffs. It meshes extremely well with the Ice Primary. The only thing about it that I don't care for is the pink pom poms that sheathe your fists when using the melee attacks. But there's not really anything we can do about that since Power Customization is for all intents and purposes, a dead beast.

    Another benefit of the Energy secondary, is that many of the powers that are best to take, only take two different Enhancement types, with only one being truly useful. Given the limits imposed by Special ED, in that you can only effectively slot three of the same Enhancements in the same power, this ends up giving you a bit more wiggle room in what to slot compared to other Secondaries, such as Devices.


    Power Thrust (required)

    Description: A focused attack that violently shoves the target and sends him flying. Deals minimal damage, but can be very effective. Damage: Minor, Recharge: Moderate.

    Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed, Enhance Knockback, Enhance Damage, Enhance Accuracy

    My Take on this Power: You can't get rid of this power. It is good in some panic situations where too many are clustering around you. This power also provides a good, but not 100%, indicator of when Freeze Ray is about to drop off a minion / lt, i.e. if the baddy goes flying then the FR is about to drop, if not, you still have some time. Don't use more than the minimum slot for it.

    End Cost: 6.864 endurance
    Activation Time: 1 second
    Recharge: 6 seconds
    Range: 5'
    Tohit Base: 75%, +1: 68%, +2: 61%
    Brawl Index: 1.1111 (Energy) + 1.111 (Smashing) = 2.222

    Personal Rating: 2 / 10


    Energy Punch

    Description: You perform a powerful focused punch that may disorient your opponent! Damage: Minor, Recharge: Fast.

    Allowed Enhancements: Reduce Endurance Cost, Enhance Disorient, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

    My Take on this Power: Not the greatest of powers. Still a minor damager. The disorient chance is not the greatest. I'd recommend not taking it. However, this is one of the attacks in the Energy secondary that is supposed to drop toggles in PvP. A lot of PvP builds include this power, but since this is primarily a PvE build, I'd skip it.

    End Cost: 10.192 endurance
    Activation Time: 0.57 seconds
    Recharge: 10 seconds
    Range: 5'
    Tohit Base: 75%, +1: 68%, +2: 61%
    Disorient Duration: 5 seconds
    Brawl Index: 2.778 (Smashing) + 2.667 (Energy) = 5.445

    Personal Rating: 3 / 10


    Build Up

    Description: Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your Accuracy. Recharge: Long.

    Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed, Enhance ToHit Buffs

    My Take on this Power: Build up is available in the Energy pool before the Build Up in any other Blaster secondary. Again, I find myself using this only before bosses / AVs / etc. If I'm in the middle of a long fight, I'll tend to hit it again.

    End Cost: 5.2 endurance
    Activation Time: 1.17 seconds
    Recharge: 90 seconds
    Duration: 10 seconds
    Damage Buff: 100%
    Accuracy Buff: 15%

    Personal Rating: 7-8 / 10


    Bone Smasher

    Description: Bone Smasher is a slow attack, but makes up for it with a good amount of damage. Has a greater chance to Disorient than Energy Punch. Damage: High, Recharge: Moderate.

    Allowed Enhancements: Reduce Endurance cost, Enhance Disorient, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

    My Take on this Power: A very good damage power combined with a good chance disorient and it activates pretty darn quick. It makes for a better blapper attack than Energy Punch and is one of the staples of the blapper style. To be quite honest, a person would be very foolish to skip taking this power. Even if you don't intend to blap, we all know how easy it is for mobs to close in to melee range and this power could end up saving your bacon.

    End Cost: 13.52 endurance
    Activation Time: 1.5 seconds
    Recharge: 14 seconds
    Range: 5'
    Disorient Duration: 6.4 seconds
    Tohit Base: 75%, +1: 68%, +2: 61%
    Brawl Index: 5.056 (Smashing) + 2.167 (Energy) = 7.223

    Personal Rating: 9 / 10


    Conserve Power

    Description: You can focus for a moment to Conserve your Endurance. After activating this power, you expend less Endurance on all other powers for a while. Recharge: Very Long.

    Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed

    My Take on this Power: One of the most important powers to get. Slot it, use it, love it. It cuts your Endurance usage by 50% for the duration of the power. Even in the days of perma-hasten, Conserve Power was not perma-able. Slot it with no more than two additional slots, all for Recharge Reductions. One of my personal favorite tactics, is to use CP right before I nuke. It won't cut the 100% end drain or 90% recovery decrease of the nuke, BUT it will allow you to get back into the blasting much sooner by cutting the amount of end needed to start activating powers again. When I first selected my powersets, I saw this power in the description and just knew Endurance was going to be the limitation factor. Any power that cuts End usage was going to be well worth getting.

    End Cost: 7.8 endurance
    Activation Time: 1.17 seconds
    Recharge: 600 seconds
    Duration: 90 seconds

    Personal Rating: 10 / 10


    Stun

    Description: Stun deals a little bit of damage, but Disorients its target a great deal. This attack can Disorient most opponents. Damage: Minor, Recharge: Slow.

    Allowed Enhancements: Reduce Endurace Cost, Enhance Disorient, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

    My Take on this Power: Never took this power, no real experience with it. Does not in and of itself, drop toggles in PvP, but if you've stacked enough Disorients on a target, they'll get stunned and their toggles will drop. By itself, this power is not enough to Disorient a boss or higher classification of target, unless stacked. I think a person could safely skip this power and
    not be too concerned.

    End Cost: 10.192 endurance
    Activation Time: 1.8 seconds
    Recharge: 20 seconds
    Range: 5'
    Tohit Base: 75%, +1: 68%, +2: 61%
    Brawl Index: 0.4166 (Smashing) + 0.2777 (Energy) = 0.6943

    Special Note: The Energy portion of the Brawl Index is in question and may only be an estimate.

    Personal Rating: 3.5-4 / 10


    Power Boost

    Description: Greatly boosts the secondary effects of your powers. Your powers effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all improved. The effects of Power Boost last a short while, and only the next couple of attacks will be boosted. Recharge: Long.

    Allowed Enhancements: Reduce Endurace Cost, Enhance Recharge Speed

    My Take on this Power: This too, is one of the defining powers of the build. Your slows, holds, disorients, self defense buffs and tohit debuffs are all boosted when this power is active. A good guide for the complete effects of Power Boost can be found here . Don't put more than two additional slots into the power as the End Reduction isn't really necessary. The power isn't perma-able, but it can come fairly close with three Recharges.

    End Cost: 7.8 endurance
    Activation Time: 1.17 seconds
    Recharge: 60 seconds
    Duration: 15 seconds

    Personal Rating: 8.5 / 10


    Boost Range

    Description: You can boost your powers to increase the range of your next few attacks. Recharge: Long.

    Allowed Enhancements: Reduce Endurance Cost, Enhance Recharge Speed

    My Take on this Power: I finally broke down and took this power. It is definitely underrated. For example, the base range of your best single target attack, Bitter Ice Blast, is 50'. This power boosts that range by 75% giving it a total of 87.5'. With one Range Enhancement in BiB, the base range is boosted to 62', if you use Boost Range, you'll then get a range of 108.5'!

    This gives the player the opportunity to take on the Pillbox turrets in Recluse's Victory in safety without having to rely on a Heavy. It's slow of course, but it is possible to then solo the Pillbox, barring people actively PvP'ing with you.

    End Cost: 13 endurance
    Activation Time: 1.17 seconds
    Recharge: 60 seconds
    Duration: 15 seconds

    Personal Rating: 6.5-7 / 10


    Total Focus

    Description: Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. Damage: Extreme, Recharge: Long.

    Allowed Enhancements: Reduce Endurance Cost, Enhance Disorient, Enhance Recharge Speed, Enhance Damage, Enhance Accuracy

    My Take on this Power: The final melee attack for Energy secondary. Stuns pretty much anything short of an Elite Boss. Total Focus + Bonesmasher + Ice Blast will 3-shot most squishies, in PvP. Does not, in and of itself, drop toggles in PvP, but with enough Disorients stacked on a target with Mez Protection, i.e. Brutes/Scrappers/Stalkers/Tanks, they'll get Stunned and them toggles will come a tumblin' down. This is really, one of the must have powers of the Energy Melee secondary. It is also, the longest activating power of the build, but well worth it when you combine it with Aim, Build Up, Power Boost.

    End Cost: 18.512 endurance
    Activation Time: 3.3 seconds
    Recharge: 20 seconds
    Range: 5'
    Disorient Duration: 10 seconds
    Tohit Base: 90%, +1: 83%, +2: 76%
    Brawl Index: 2.778 (Smashing) + 7.1115 (Energy) = 9.8893

    Special Note: This power has an inherent +20% Accuracy bonus.

    Personal Rating: 10 / 10


    Power Pools

    This is the point where a person can truly make the character their own. Do you want to have some capabilities of healing? Do you want to be a Stealthy attacker? Do you want to Fly or Jump or Run at ludicrous speeds? I'll give a very brief overview of the various Power Pools, but won't go to the detail that I've done for the Primary/Secondary powers. The first two listed powers for each section are available at level 6, the third at level 14 and you must have one of the first two powers, the fourth at level 20 and you must have two of the first three powers.


    Concealment: These powers grant you Invisibility and Stealth. Available powers: Stealth, Grant Invisibility, Invisibility, Phase Shift.

    The big selling point for this power pool is that you get a power that will help you cut down drastically on random mob aggro at level 6. Even if you go for no other powers in the Pool, Stealth will help you out big time. I heartily recommend getting at least Stealth for your Blaptroller.


    Fighting: These powers are excellent for those who are looking for a few low cost powers to defend themselves. Available powers: Boxing, Kick, Tough, Weave.

    I have yet to take this Pool on ANY character that I have, not even my /Firey Aura Brute. So I can't really say much about them. One would think that a +Resist and a +Defense power would be helpful to someone with no other +Resist or +Defense, but I think the slots could be better spent elsewhere. The best Defense is a good Offense.


    Fitness: You become a pillar of fitness, and can receive a bonus to your basic physical attributes. These abilities are always on and do not cost any Endurance. Available powers: Swift, Hurdle, Health, Stamina.

    This Pool is pretty much 'mandatory' for all characters. It's hard to gimp yourself in this game, but by not taking this and getting Stamina, you are not as...effective...as you could be. There's a reason the early game pre-level 20 and Stamina is somewhat less than stellar. Should you also choose to take Flight as your travel power, you can also slot Fly Speed Enhancements in Swift. Hurdle stacks with Combat Jumping and Super Jump and Health grants you some resistance to Sleep
    effects. It's really too good of a Pool to skip.


    Flight: Grants you various travel and flying combat abilities. Available powers: Hover, Air Superiority, Fly, Group Fly.

    This is my travel power of choice for this character. It can keep you up above the fight and out of harm's way until you get the mobs locked down with your Holds. I tend to not take Hover and go right for the soft control of Air Superiority. The knockdown of AS is wonderful, especially for those characters who otherwise have no control abilities. Through the goodness of AS, my FF/Rad Defender was soloing Snaptooth in the Winter Event missions (he spawned at Elite Boss level). It is also excellent in PvP to take out other fliers. Some fun is blapping against a flying Brute way up in Siren's, hitting AS and watching him plummet. The downside to this pool as a travel choice are the amount of slots you need to dedicate to Fly (3 additional for Fly Speed Enhancements) and it's Endurance usage (pretty high).


    Leadership: Good leaders are rare. These powers can grant bonuses to you and your teammates. Available powers: Maneuvers, Assault, Tactics, Vengence.

    This is another pool that I have little experience with, in actual use. Now, one would think a toggle +Defense power (Manuevers) would be great right? Wrong, it's bonus is so little in the hands of a Blaster, as to be virtually worthless. If you are teaming with others though, that have it and slot it up, it can be upgraded to 'meh', IMHO. Assault does add damage, and Tactics is good for the +Perception for PvP. However, it will only be really useful in Bloody Bay when Stalkers tend to not have Stealth in addition to Hide. Once you get to Siren's Call, any PvP Stalker worth his salt has Stealth, and a single application of Tactics won't let you see them. If you're teamed with something else that has it, you will, but you gotta stick close for it to stack. Since you don't have any other +Percp abilities available to you, I'd say skip it. Vengence can come in handy, it's that special little ability that Nemesis troops later in the game have, that makes them a pain in the butt.


    Leaping: Grants you various travel and combat jumping abilities. Jumping powers tend to be very efficient and use very little endurance compared to other travel powers. Available powers: Jump Kick, Combat Jumping, Super Jump, Acrobatics.

    When I first started using this travel power pool on some characters, it made me motion sick fairly easily. Now, not so much. Combat Jumping is a good little Immob resist power and stacks with Hurdle to make a passable ghetto travel power in the early levels. Super Jump increases in height/distance/speed as you level up. And Acrobatics is about the only Mez protection you'll get solo.

    This is typically, the power pool choice of PvPers.


    Medicine: You become an adept field medic, and can assist your team with basic healing needs. These close range powers should be performed away from combat because they can be interrupted. Available powers: Aid Other, Stimulant, Aid Self, Resuscitate.

    Aid Other and Resuscitate are the only ways to consistently get Healing credit for those badges, without dipping to AFK'ing in the Arena. They can't be auto'd since they are interruptable powers. Typically, PvPers get Aid Self. Downside to using these is the amount of time that they are interruptable. You'd have to dedicate 5 slots to Aid Other (or Aid Self) to get them usable. I'd
    say skip it. If you've got time to heal others, you aren't doing your main job, blasting the crap outta everything you see.


    Presence: You can manipulate your foes by provoking or intimidating them. A challenging set to master, Presence can get you into trouble if you don't know what you are doing. Available powers: Challenge, Provoke, Intimidate, Invoke Panic.

    Blasters are already enough of aggro magnets, no need to make it worse by purposely drawing them to you. You aren't a Tank or Scrapper. Also, if you're using your Holds, there won't be anyone mobile for you to use these on. Another skippable pool for your Blaster.


    Speed: Grants you various feats of super speed. Available powers: Flurry, Hasten, Super Speed, Whirlwind.

    The main thing to this pool, Hasten, has been nerfed enough that it isn't considered 'Essential' anymore. My original guide was built around skipping Hasten and it's permable nature. I guess I had some foresight when I chose not to use it and get dependent on it. I still don't like Hasten because of the amount of nerfings other powers have had to endure because of it's formerly permable nature.

    Downside to this pool as a travel power is it's lack of vertical movement.


    Teleportation: Grants you various teleportation abilities. Available powers: Recall Friend, Teleport Foe, Teleport, Team Teleport.

    Another pool that I have little experience with. Recall Friend is handy, and Teleport Foe can be used to good effect in PvP. Teleport is kinda tough to get the hang of, and benefits greatly from taking Hover as another power.

    Really, travel powers come down to what you are comfortable with and what fits your needs as a player, not what some guide tells you to take.


    Ancillary Power Pool

    The final customization area for your Blaptroller. Unlike the Patron Power Pools in City of Villains, here, if you don't like one of the APP's, you can switch out to another with a respecification. I've tried four of the APPs, two on Live and two on Test just to see how they worked out. Just like the regular Power Pools, this will only be a brief overview of the sets without delving too deeply into them.


    Cold Mastery: You have Mastery over Ice and Cold to control your foes and to add some much needed armor and defense. Available powers: Snow Storm, Flash Freeze, Frozen Armor, Hibernate.

    I tried this pool on Test long ago. I don't like the setup time of Snow Storm, and a Sleep power just doesn't click well with me. Frozen Armor is a +Def to Smashing and Lethal and a +Res to Cold and Fire. The +Defense is a base 20%, and same with the +Resist. Hibernate would be good for those 'Oh Hell!' moments.

    Thematically it fits, but it is not for me.


    Electric Mastery: You have Mastery over Electrical power to defeat your foes, and to add some much needed armor and defense. Available powers: Static Discharge, Shocking Bolt, Charged Armor, EM Pulse.

    After using Force Mastery for quite awhile, I ended up switching to this pool. You can get a Cone attack, another Single Target Hold, an armor that is 19.25% resist to S/L and 14% to Energy and a second nuke that can disorient a group. Really, what sold me on this pool is the STH and the Nuke.

    Thematically, you could make the argument that Electricity is just another form of Energy, if RP'ing is a factor for you.


    Force Mastery: You have Mastery over Energy and Force to protect yourself and defeat your foes. Available powers: Personal Force Field, Repulsion Field, Temp Invulnerability, Force of Nature.

    This is really the pool built around protection. There isn't anything in here that acts as a direct, damaging attack. PFF is 28% +Resist to everything but Psi, but you can't attack while it's up. TI is 22.75% +Resist to S/L, I was willing to take the ~3% loss of S/L resist to gain the 14% resist to Energy, which becomes more common in the upper levels, by switching to Electrical Mastery. Fo(r)ce of Nature is a 35% resist to everything but Psi.

    Alot of people take this pool and I had it for quite awhile. But the chance of getting a second quick firing STH and a mass Disorient was too good to pass up.

    Thematically, it fits quite well with the Energy secondary.


    Flame Mastery: You have Mastery over Fire and Flame to control your foes and to add some much needed armor and defense. Available powers: Bonfire, Char, Fire Shield, Rise of the Phoenix.

    Another pool that has a STH as a first choice power (Char). Fire Shield give a 30% resist to S/L/Fire and 10% to Cold. Yes, those numbers are the highest resists outside of Force of Nature, but Fire isn't as common as Energy. I don't die enough to justify a power choice on a self rez.

    Thematically, it just didn't fit for me, nor for just two powers.


    Munitions Mastery: You have Mastery of weapons and Munitions gives you access to uncommon munitions and equipment. Available powers: Body Armor, Cryo Freeze Ray, Sleep Grenade, LRM Rocket. Note: that is the actual description of the Munitions Mastery pool in the ingame info, not a typo on my end.

    Body Armor gives an 11% Resist and is an auto compared to the toggles for the rest. CFR is a STH and LRM Rocket would be basically a Snipe. A decent enough pool overall.

    If you're a Natural or Tech hero, this pool could be justifable thematically.


    Builds

    I've went through several builds, both on the Test server, and on Live using the Free Respecs given out at various times. It is 'optimized' in the sense that you won't be gimped at the early levels and you'll still be playable, but probably won't be as totally effective as possible. I don't really spend that much time exemplaring to the pre-Stamina levels, so it's not that large a problem for me, but if you do spend time Exemp'd in those early levels, please adjust the build for your own preferences.

    This isn't one of those fancy-schmancy exports from one of the builders. The slots are what I ended up with at level 50.

    This is what my build would look like without Hamidon Enhancements.

    No Hamidon Enhancement Build

    Level Power
    1 Power Thrust (required)(1 Accuracy)
    1 Ice Blast (1 Recharge, 1 Range (or End Redux), 1 Accuracy, 3 Damage)
    2 Frost Breath (1 Recharge, 1 Cone Range, 1 Accuracy, 3 Damage)
    4 Build Up (2 Recharge)
    6 Swift (1 Run Speed)
    8 Freeze Ray (1 Accuracy, 3 Hold Duration, 2 Recharge)
    10 Bonesmasher (1 Accuracy, 3 Damage, 1 Disorient Duration, 1 Recharge)
    12 Air Superiority (1 Accuracy)
    14 Fly (1 End Redux, 3 Flight Speed)
    16 Health (3 Health)
    18 Bitter Ice Blast (1 Accuracy, 3 Damage, 1 End Redux, 1 Recharge)
    20 Stamina (3 Endurance Modification)
    22 Conserve Power (3 Recharge)
    24 Stealth (1 End Redux, 3 Defense)
    26 Bitter Freeze Ray (1 Accuracy, 3 Hold, 2 Recharge)
    28 Power Boost (1 Recharge)
    30 Aim (2 Recharge)
    32 Blizzard (1 Slow, 3 Damage, 2 Recharge)
    35 Boost Range (1 Recharge)
    38 Total Focus (1 Accuracy, 3 Damage, 1 Disorient, 1 Recharge)
    41 Shocking Bolt (1 Accuracy, 3 Hold Duration, 2 Recharge)
    44 Charged Armor (1 End Redux, 3 Resist)
    47 EM Pulse (1 Accuracy, 3 Disorient)
    49 Ice Storm (3 Slow)


    My Current Hamidon Enhanced Build

    Level Power
    1 Power Thrust (required)(1 Accuracy)
    1 Ice Blast (1 Recharge, 1 End Redux, 1 Range, 3 Damage/Accuracy)
    2 Frost Breath (1 Recharge, 1 End Redux, 1 Damage/Range, 2 Damage/Accuracy)
    4 Build Up (2 Recharge)
    6 Swift (1 Run Speed)
    8 Freeze Ray (3 Accuracy/Mez, 3 Recharge)
    10 Bonesmasher (1 Accuracy, 1 End Redux, 1 Recharge, 3 Damage/Mez)
    12 Air Superiority (1 Accuracy)
    14 Fly (1 End Redux, 3 Flight Speed)
    16 Health (3 Health)
    18 Bitter Ice Blast (1 Damage/Range, 2 Damage/Accuracy, 1 End Redux, 2 Recharge)
    20 Stamina (3 Endurance Modification)
    22 Conserve Power (3 Recharge)
    24 Stealth (1 End Redux, 3 Defense)
    26 Bitter Freeze Ray (1 Accuracy/Mez, 2 Damage/Mez, 3 Recharge)
    28 Power Boost (1 Recharge)
    30 Aim (2 Recharge)
    32 Blizzard (1 Slow, 1 Damage/Range, 2 Damage, 1 Recharge, 1 Tohit Debuff/Defense Debuff/End Redux)
    35 Boost Range (1 Recharge)
    38 Total Focus (1 Accuracy, 3 Damage/Mez, 1 Recharge, 1 End Redux)
    41 Shocking Bolt (2 Accuracy/Mez, 1 Hold Duration, 2 Recharge)
    44 Charged Armor (1 End Redux, 3 Resist)
    47 EM Pulse (1 Accuracy, 3 Disorient)
    49 Ice Storm (3 Slow)


    Yes, I do have quite a few Hamidon Enhancements. Really, if you can get Damage/Mez and Accuracy/Mez, they will go a LONG ways towards improving your character. I'm sure my slotting will change once Inventions come out and I can figure out a way of improving her.


    Final Words

    I've tried playing other types of Blasters, but I keep coming back to my Ice / Energy. I like being in control while still kicking some tail, and Ice has allowed me to do that. The only other type I've tried that I've liked has been my Elec / Ice.

    One of my highlights was keeping a portal Devouring Earth Thorn (Monster class) perma-held solo. I couldn't kill him, but he could never get unfroze. I have no idea if this is currently possible after Special ED. This build was also able to hold off and survive 2 red bosses back when they were boosted right after I3 came out. An Ice blaster is also very welcome on Hamidon raids as you contribute 2 (or 3) single-target holds.

    This build is also very solo friendly. I spent probably around 75-80% of the game solo, teaming only for Task Forces / Trials / Archvillains / occasional teaming with friends. Granted it took me awhile (around 660 hours) to get to 50, but I was having fun reading all the clues, collecting all the badges, going through all the story arcs, etc. With this build, Elite Bosses are cake.

    There may very well be errors in this guide. I ask for you indulgence and to excuse them.

    Well, that's all I can think of for this guide. A lot of people (most who are still dependent on Hasten) don't like this one bit. This guide goes against 'accepted' wisdom, but it is still eminently playable. I like playing non-standard builds and see what happens. I have had 0 complaints on my playstyle in the game. If you don't like it, well, that's your opinion. I must say that it isn't for everyone and your mileage may vary. Thank you for your time reading this.
  15. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    ...Also the sewer trial may need attention as you can be level 50 fighting greys throughout on it (barring about 15 seconds while you grab a cannon) and do it comfortably in 30 mins, I did for the badges...

    [/ QUOTE ]

    No, please don't change this TF. It is insane any other way. It took an hour using this method.

    [/ QUOTE ]
    I really agree with this. That trial is so out of whack now. There is no way I would do it without exploiting now. The reward for the time investment is just not worth it since they nerfed the kraken babies.

    [/ QUOTE ]

    They nerfed the kraken babies? or do you mean buffed them? No matter what they either need to keep teh TF as is, or get rid of at least 3, if not all 4, of the monsters. There are plenty of rikti to creat a challange.

    [/ QUOTE ]

    They nerfed the exp of the Hatched Krakens to nigh worthless. The Sewer Trial used to be the way for people to quickly get from 38ish to 40 once they finished all the contacts and had nothing but endless TFs or street sweeping to get to new contact missions.
  16. [ QUOTE ]
    [ QUOTE ]
    I don't mind that he can solo trials and TFs. I don't mind that he likes to brag about it. I mind when he comes around and tries to get the drop rate for the rest of us nerfed because if everyone has access to rare recipes it'll make him feel less 'special'.

    [/ QUOTE ]

    I could understand your resentment if inventions were live but they aren't. The developers have stated the drop rates will get tweaked and I am trying to point out an early flaw.

    [/ QUOTE ]

    No...pointing out a flaw would be bringing up the possibility of people doing it. You would leave out your own personal accomplishments, though I hardly call Nukes, Shivans and a tray of Purples an 'accomplishment'. And as you seem to do everywhere, you can't help but mention soloing AVs.

    By saying that you can do it with damn near every AT and powerset combo, is nothing but bragging and trying to say you're better than the rest of us.

    And no, we don't resent you. To resent you, we would actually have to care about you to some extent beyond how you're going to get everyone hit with Special ED Round 2.
  17. Ya see, this is the guy who constantly brags about soloing AVs and such. All he is determined to do is to get other people nerfed.
  18. Dark One

    Drops II

    [ QUOTE ]

    Thus missing out on one of the four ways to get IO's.


    [/ QUOTE ]

    It's not missing out on one of the four ways, it's missing out on the ability to complete SETS.

    Single use items tied to single chance mission completion? Extremely bad idea.

    The only real way to eliminate this is to datamine for souvenirs. Of course, that also screws over those 50s made before Striga, Croatoa, the Hollows, and revamped Faultline were put into the game.
  19. [ QUOTE ]

    The list of strength modifiers from Power Boost and Power Build Up are identical. Which powers are you referring to?


    [/ QUOTE ]

    Sorry, I was referring to Stasis_'s comment about some sets not being able to take Power Boost.

    [ QUOTE ]


    PBU and PB have different modifiers.



    [/ QUOTE ]

    The problem I have with the modifiers is that an Ancillary power is giving a better boost than a Secondary power (again, the Heal example, someone provided numbers for Heal Other, I provided for Aid Other, I can't test anything else since I don't have a Defender that high of level). An Ancillary/Power Pool power should always, IMO, be lesser in every respect to something that can be obtained in a Secondary powerset. Even if it takes a longer recharge and has a shorter duration, the benefit provided, while it is active, should not be better. And a person also has to factor in that PBU has +DMG and +ACC, while a Blaster has to take 3 powers, albeit powers gotten at a much lower level, to do what PBU does. I'm not conversant on the buff numbers though. Honestly, if I could take one power in the place of three, even if it has a lesser effect, I'd probably be willing to, if only to get a more concept-y build.

    Just like Inv/* Tanks should have better resists, shorter recharge times, and longer durations than */Inv Scrappers and Brutes; just like Rad/* Defenders should have better buffs/debuffs, etc than */Rad Controllers. I really think the whole Primary > Secondary > Ancillary > Power Pool should really be reexamined to make that a heirarchy a reality.

    Just my $0.02 on the matter.

    Edit - Please don't take this as an insult to your guide. It's not. Thank you for providing the numbers. This is more an argument on the attributes of the powers themselves and some of the underlying philosophy of the game.
  20. Some of them can be affected by Power Build Up, the Defender Ancillary power, which is almost identical to Power Boost, but contains +DMG and +ACC components.

    And it seems that in at least one situation, PBU gives a better boost to powers than PB. The case I'm referring to is Heal amounts. PBU seems to have a ~1.76x modifier while PB gives a ~1.56x-ish modifier of Heal Other (on the Defender) and Aid Other (on the Blaster) slotted identically at lvl50. Seems counterintuitive that a Power Pool power gives a better boost to powers than a Secondary power. However, I asked _Castle_ about this and his initial response was that it was probably related to Defenders being better at buffing than Blasters.

    [ QUOTE ]

    Question - I have a lvl 27.6 fire/energy Blaster, and I was wondering if Power Boost affected the DOT fire damage of some of my fire blast attacks.

    If not, I don't see any reason to get it at lvl 28.


    [/ QUOTE ]

    Do you plan on blapping at all? If so, get PB. PB + Aim + Build Up + Bonesmasher + Total Focus = goodness.
  21. Snow,

    Do you think the 'addition' of Isolator to RV for those pre-issue 2 could be included in the part about the epics, i.e. the 'we're basically tired of discussing it as it won't change' thing?

    Just wondering. Oh, and good work.
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    And he wasn't bragging about soloing it at ALL. He was pointing out the huge amount of experience he gained. There's a difference.

    [/ QUOTE ]

    He admitted to hacking the website as well. He says he only changed stars but who knows what other programs he is running. With Cryptic using player feedback to determine future game changes who knows what else he's hacked to or what other personal or financial data he's trying to get access from through Cryptic's site. If he is still around I will be warning my bank about Cryptic's billing site being possibly compromised. What he is doing is not a joke or even remotely funny.

    [/ QUOTE ]

    Hacking the website *laughs* -- That just shows how foolish you are. I wouldn't even know where to begin to hack a website.

    [/ QUOTE ]

    And yet, somehow after your statement of a program, there were more rates than thread views. Eighty one views at one point with over a hundred rates.
  23. [ QUOTE ]

    I soloed Ghost Widow and nearly got 1.5 bubbles in a single kill.


    [/ QUOTE ]

    See that? Even stating that you can do it is bragging because it is not supposed to be possible for solo people. Not to mention, he brings it up in damn near every thread he posts in.

    And we know the devs can't or won't nerf what needs nerfing, case in point - Fire/Kin/Fire controllers. A rather specific situation spills over to everyone else when they use a hand grenade in a situation that requires a scalpel.

    His continual bragging about soloing AVs is going to get a lot of people nerfed, rather than the specific thing in the equation that's making it possible.
  24. You know what your bragging about soloing AVs and such is going to get dontcha? A big fat ol' nerfing.

    Seriously.

    You obviously haven't learned the first rule of AV soloing club. Don't talk about AV soloing club.
  25. As a courtesy to everyone, I've decided to go ahead and compile everything from the thread into one list. Credit remains to the one who original found them, which is most decidedly not me. Occassionally, there were file names listed that didn't have an accompanying folder name. I have done my best to put in the appropriate folder name. Such entries will be marked with a ? by the folder name if it wasn't clear which folder it belongs to.

    The format is (the OPs original list) for those that weren't in that way to begin with:

    Description:
    Folder Name:
    File Name:

    Here we go. And a big thank you to everyone who contributed to the guide. I hope I've gotten everything from the thread and I've put a consolidated list of powers/sounds that are still unknown, but desired, at the bottom of the post.

    Description: Hasten activation
    Folder name: powers
    File name: hasten.ogg, hasten2.ogg

    Description: Targeting Drone loop
    Folder name: weapons
    File name: targetdrone_loop.ogg

    Description: Prestige Power Slide loop
    Folder name: enemies
    File name: Green_loop.ogg

    Description: while flying or hovering
    Folder name: powers
    File names: air_loop.ogg, Flight1.ogg, Flight_loop.ogg, Flight1_loop.ogg, Flight2_loop.ogg, Flight3_loop.ogg, Groupfly_loop.ogg, Hover_loop.ogg

    Description: Super Speed activation
    Folder name: powers
    File name: Run5.ogg

    Description: Super Speed loop
    Folder name: powers
    File name: ForceField5_loop.ogg

    Description: Fortitude loop
    Folder name: powers
    File name: intel_loop.ogg, Intel2_loop.ogg

    Description: Dark Armor loop
    Folder name: powers
    File name: miasma_lopp.ogg, obsidian_loop.ogg

    Description: Ice Armor loop
    Folder name: powers
    File name: IceArmor_loop.ogg, IceArmor2_loop.ogg

    Description: made when using (or queuing) a power that hasn't recharged yet
    Folder name: frontend
    File name: Recharge.ogg

    Description: Shadow Cloak loop
    Folder name: enemies
    File name: Blue_loop.ogg

    Description: Peacebringer high-pitched whine
    Folder name: powers
    File name: peaceeyes1.ogg
    [Note: This is the noise on the blasts and flight activation, not the shapeshifting "boom".]

    Description: Peacebringer shapeshift "boom"
    Folder name: powers
    File name: nova4.ogg

    Description: Warshade shapeshift "boom"
    Folder name: powers
    File name: nova2.ogg

    Description: Mud pots loop
    Folder name: powers
    File name: mudpots_loop.ogg

    Description: Shadow Fall loop
    Folder name: powers
    File name: miasma_lopp.ogg
    [Note: miasma_loop.ogg is used in a lot of the various "Dark" power sets for both powers and their FXs.]

    Description: Murky Cloud loop
    Folder name: powers
    File name: miasma_loop.ogg, whirlwind_loop.ogg

    Description: Death Shroud Loop
    Folder Name: powers (?)
    File Name: ForceField5_loop.ogg

    Description: Splash into water
    Folder name: Feet
    File name: Splash.ogg

    Description: Mission objective object (blinky/glowy)
    Folder name: FrontEnd
    File name: objective_loop.ogg

    Description: Sewer map music - entrance
    Folder name: V_MissionMusic
    File name: JMission7_loop.ogg

    Description: Sewer map music - sloping tunnel
    Folder name: V_MissionMusic
    File name: Mission2_loop.ogg

    Description: Arachnos base map music (possibly one of several)
    Folder name: V_MissionMusic
    File name: JMission8_loop.ogg

    Description: mission map music
    Folder name: V_MissionMusic
    File names: Cave2_loop.ogg, Cave3_loop.ogg, Cave4_loop.ogg, CaveMusic1.ogg, CaveMusic1_loop.ogg, CrazyMission_loop.ogg, JMission1_loop.ogg, Jmission2b_loop.ogg, JMission3_loop.ogg, JMission4_loop.ogg, JMission5_loop.ogg, JMission6_loop.ogg, Mission1_loop.ogg, Mission3b_loop.ogg, Mission3c_loop.ogg, Mission6_loop.ogg, Mission8b_loop.ogg, Mission10_loop.ogg, Mission11_loop.ogg, Mission15_loop.ogg, Mission16_loop.ogg, Missionspookiness1.ogg, MMission1_loop.ogg, MMission2_loop.ogg, smoothcave1_loop.ogg, SpookyOffice1_loop.ogg

    Description: Bank map music
    Folder name: V_Bank
    File name: BankHeist3_loop.ogg
    [Note: There is also a BankHeist_loop.ogg and BankHeist2_loop.ogg. They do not appear to be used.]

    Description: Stealth loop
    Folder name: Powers
    File name: glow3_loop.ogg

    Description: Unyielding loop
    Folder name: Powers
    File name: glow6_loop.ogg, forcefield5_loop.ogg

    Description: Temp Invulnerability loop
    Folder name: Powers
    File name: glow5_loop.ogg

    Description: Sounds while travelling with Teleport
    Folder name: Powers
    File name: teletrans3.ogg, teletrans4.ogg

    Description: PVP warning siren with the countdown in Bloody Bay, Warburg etc.
    Folder name: Arena
    File name: BeepWarning.ogg

    Description: Mercs/Burst Sound
    Folder name: Weapons
    File name: Mercenary_machgunburst.ogg

    Description: Mercs/Slug Sound
    Folder name: Weapons
    File name: Mercenary_singleshot.ogg

    Description: Shout (the annoying echo at the end of the power)
    Folder name: powers
    File name: SonicMassiveBlast.ogg

    Description: Grandville's looping speech by Lord Recluse
    Folder name: v_grandville
    File name: RecluseVO3_loop.ogg

    Description: Rage Loop
    Folder name: powers (?)
    File name: forcefield5_loop.ogg

    Description: Blazing Aura Start
    Folder name: powers (?)
    File name: Ignite2.ogg, Fireball1.ogg

    Description: Blazing Aura Loop
    Folder name: powers (?)
    File name: FireSword_loop.ogg, aura5.ogg, aura6.ogg, aura7.ogg

    Description: Fire Shield Start
    Folder name: powers (?)
    File name: Ignite2.ogg, firezap2.ogg

    Description: Fire Shield Loop
    Folder name: powers (?)
    File name: FireSword_loop.ogg

    Description: Plasma Shield Start
    Folder name: powers (?)
    File name: Ignite2.ogg

    Description: Plasma Shield Loop
    Folder name: powers (?)
    File name: plasmafire_loop.ogg

    Description: Arctic Fog Start
    Folder name: powers
    File name: blizzard.ogg, chillhands.ogg

    Description: Arctic Fog Loop
    Folder name: powers
    File name: fog_loop.ogg

    Description: Energy Melee attacks loop
    Folder name: powers
    File name: ForceField5_loop.ogg

    Description: an angry yell, toon gender specific
    Folder name: player
    File names: Female_Rage.ogg, Male_Rage1.ogg

    Description: Practiced Brawler loop
    Folder name: Powers
    File name: fast7.ogg

    Description: Erroneous "yell" sound (8/1/06 bug) for Huge characters
    Folder name: Player
    File name: Male_Rage2.ogg

    Description: (Female) 'Rarr' Yell used in Tough, Integration and Tarzan emote
    Folder name: Player
    File name: taunt4.ogg

    Description: In Grandville, the zone's ambient noise
    Folder name: V_Grandville
    File name: Grandville_loop.ogg

    Description: In Grandville, the German loudspeaker voice
    Folder name: 5th Column
    File name: PropPA_loop.ogg

    Description: Portal Corp portal sounds
    Folder name: Peregrine
    File name: reactor1_loop.ogg, reactor2_loop.ogg

    Description: Portal Corp portal sounds
    Folder name: Tech
    File name: Room3x_loop.ogg, spacemachine1m_loop.ogg, spacemachine1_loop.ogg, Teslaroom1_loop.ogg, Teslaroom2_loop.ogg, Teslaroom3_loop.ogg, Teslaroom4_loop.ogg

    Description: Portal Corp portal sounds (train sound)
    Folder name: auto
    File name: Train_Loop.ogg

    Description: Portal Corp portal sounds (humming)
    Folder name: tech
    File name: lowpulse2_loop.ogg

    Description: Charged Brawl's weak pzzt pzzt pzzt sound
    Folder name: v_powers
    File name: elecpunch3.ogg

    Description: Havoc Punch's
    Folder name: v_powers
    File name: elecattack2.ogg

    Description: Jacob's Ladder
    Folder name: v_powers
    File name: TeslaShotgun.ogg

    Description: Thunder Strike
    Folder name: v_powers
    File name: ElecThunderPunch.ogg

    Description: Psionic Dart wubba wubba wubba
    Folder name: powers
    File name: psionic4.ogg
    [Note: Villain only]

    Description: Cloaking Device loop
    Folder name: powers
    File name: glow8_loop.ogg

    Description: Crystal Armor
    Folder name: powers
    File name: glow5_loop.ogg

    Description: Energy Cloak
    Folder name: Powers
    File Name: glow8_loop.ogg

    Description: Icicles loop
    Folder name: powers
    File name: icicle_loop.ogg, icicle2_loop.ogg

    Description: Chilling Embrace loop
    Folder name: powers
    File name: IceArmor_loop.ogg



    Consolidated requests still open:

    Assault Rifle: Buckshot (activation)
    Assault Rifle: Burst (activation)
    Assault Rifle: Slug (activation)
    Assault Rifle: Sniper Rifle (activation)
    Fire Control: Hot Feet (loop)
    Ancillary Power Pool: Mind Over Body - possibly Glow5_loop.ogg
    Traps: Force Field Generator Expiration
    Radiation Emission: Choking Cloud loop
    Thermal: Warmth (activation and loop if it has one)
    Thugs: Whistle sound used for summoning the pets
    Thugs: Enforcers cone machine gun attack
    Empath: Healing Aura activation and 'wobble'
    Dark Miasma: Twilight Grasp activation and 'wobble'
    Sonic: Shockwave (I believe the requester wants total silence on it)
    Pocket D's Music
    Domination activation, loop, and shut off