Dark One

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  1. Dark One

    Badge Questions

    [ QUOTE ]


    Although keep in mind that the future may hold far easier ways to get the badges in question.



    [/ QUOTE ]

    Keep in mind the word 'may' there (emphasis mine). Its not guaranteed that there will be a way to get them later. I place the statement in the same vein as power customization. *shrug*

    Really, its a just a matter of how obsessive a person is about badges.
  2. [ QUOTE ]
    My character with Rocketeer has one of each type right now. I've heard that's all you're allowed to have, but I haven't actually tried to get more than one at a time.

    [/ QUOTE ]

    Yes, you can only have 1 at a time of each nuke (so 3 total). You can always go back and get another one though.
  3. [ QUOTE ]

    Also, if you get seperated from you Lab Tech while enroute to their bunker, no one else can take control of them and make them follow, only you.


    [/ QUOTE ]

    Not too sure about this one Doc. I've had the luck to be followed (basically harrassed) by a Stalker who would kill me (get a key) then take the tech guy I was leading. It would follow him. Dunno if thats a matter related to dying or not.

    Honestly, the best way to get both the time and Rocketman badges is to do it in the wee hours of the morning. Your chances of getting ganked go down considerably.

    [ QUOTE ]

    Some are nice and will not attack you while you are working to get your warhead (Thanks Philistine) while others seem to go out of their way to make it a real headache.


    [/ QUOTE ]

    Exactly. There are way too many who think its funny to make getting this badge 10x harder than it needs to be.
  4. [ QUOTE ]

    Really - I got my badge upon logging in - unfortunately, my brute is lvl 33.

    Kill counts are one of the things that the devs said are easy to keep track of & are actually "built in" the program.


    [/ QUOTE ]

    Yep. Had to kill all 1000. I had run 15-20 PvP missions easily as well as having slaughtered 200 Longbow Sargents and around 200 Guardians back when it was still bugged (thought maybe those specific mobs might be the magic key). Upon logging in after the patch, didn't even have a bar for Longbow.

    On the upside, I know that Longbow Spec Ops gladiator is for the Villain badge.
  5. Went back and got the missions (believe this is the complete listing) from the Souvie for Jaeger:

    Defeat 20 Longbow (in Crimson Cove? Not sure if its location limited)
    Get the Longbow Intel from Operative Kirkland - Sharkshead Isle
    Steal the Retinal Duplicator from Crey - Nerva
    Steal Personnel Files from Longbow - Nerva
    Kidnap Dr. Franklin Vimes - Nerva
    Plant 5 Bombs in Arachnos Base - Nerva, they are the drum type bombs, not the little TNT ones.

    No missions are timed nor are there any temp powers or badges given. There were no EB's or AV's in this story arc.
  6. [ QUOTE ]

    Uh, isn't Villain for killing Longbow, sounds like he's fine to me.


    [/ QUOTE ]

    Aye. 1000 Longbow. Best place to get them without having to worry about getting exp or dealing with the PvP crowd is to head to Mercy Island. Level 6-8ish ones spawn, typically in groups of 4+, around the ferry to Port Oakes area. Took me around 2.5 hours to get the badge since none of the 500+ I killed before the update counted.
  7. [ QUOTE ]
    Kristof Jaeger. Apparently at 33 I've outleveled him, so he must be a 25-30. For some reason I thought he was 30-35.

    [/ QUOTE ]

    He's 25-29, at least according to CuppaJo in another post (and my 29.3 Brute having been able to do his missions).

    I posted the story arc name and souvie in the other thread after doing his missions tonight.
  8. Kristof Jaeger - level 25-29
    Souvenir - Bomb Remote
    Story Arc Name - Sabotage!

    Just did it tonight. Plus had to get 1000 Longbow as well, since apparently, none of the 500+ I killed prior to the update counted.

    A good place to go if you don't want experience (or deal with the PvP crowd) is Mercy Island. Longbow like to hang out around the ferry to Port Oakes.
  9. [ QUOTE ]

    (1) Every AV gets a badge, for defeating them "at the peak of their power". You don't get it for the EB version. (EB versions should count for portal jokeys, I think that's the only AV-related badge.)


    [/ QUOTE ]

    What about Demon Slayer? The one for defeating Baphomet. Can't remember if he spawns as a GM or an AV.

    Also 'Statesman's Pal' for taking out Tyrant.

    And the 'Ten Times the Victor' series for defeating Mary Macomber, although, since she's a TF AV, guess she wouldn't fall into the AV - EB thing.

    Those are the only badges that come to mind for taking out AV class guys. Really, for this its kinda an important question.

    Although I am happy now after hearing those things.
  10. Is the Toy Collector badge for getting the presents inside the mission from those Longbow/Arachnos contacts, or is it for Gamester's stuff?
  11. Mongoose should give a souvenir called Snake Idol. It is one of those currently bugged ones mentioned in a dev post. I got the souvie in beta, but something got broke between then and Live.
  12. Yes, you are wasting time on the LTs. The only ones you should be killing are Marcone Capos for Gangbuster. It took me about 4 hours of just killing them solo to get the badge. Sometimes you'll get lucky and find 2 of them exiting a building, but be careful because they'll make a break for the nearest van to escape.

    A generalization for looking for the bosses are bald guys in white suits and guys in black suits wearing white hats. Granted, there are other guys that wear white and black, and with some graphics options you need to be fairly close to make out the detail, but it helps for passing by groups of guys in purple and red.
  13. [ QUOTE ]

    Actually, that 'known issue' reply was from the transfer to QA. Wait a bit to see if you get an actual response from your question.


    [/ QUOTE ]

    Finally got a response on the Facemaker thing. You probably won't believe it, but I got canned response #1...Working as Intended.

    I sent a reply back stating 'Please correct me if I'm wrong here, but it's INTENDED that story arc text and clues remain in the Clue tab (NOT the Souvenir tab) after completing a story arc, be it a failure or not? I'm not that upset or concerned with failing the final mission. What I AM concerned about, is that this failure prevents the contact (Dr. Dmitri Krylov) from giving any further missions, indeed a SECOND story arc, not introducing me to his next contact, as well as leaving my Clue window littered with text when it should have all been transferred to a Souvenir with the appropriate failure text.'

    Got a reply back within an hour saying this was also transferred to QA. So, for 2 issues, nothing major in terms of a response.
  14. [ QUOTE ]
    [ QUOTE ]
    [minor_threadjack]

    Mongoose's missions early on, right after Khalinda. There seemed to be an arc going on, I had clues and a story... but after the 'final' mission, (with the temple), nothing. No souvenier, no further clues... he just pushed me off on the PO Broker.
    Anyone know if Mongoose is a real arc or no?

    [/minor_threadjack]

    [/ QUOTE ]

    The souvenir is b0rked. I plan to petition for it at some point when the GMs are not so flooded with requests.

    T

    [/ QUOTE ]

    I petitioned it. The first reply I got said they were transferring it to QA as a bug report and that my ticket may be closed without further warning. I sent another reply back asking flat out if my character will be awarded the souvie and if not, then why not. The reply back to that was 'This is a known issue. We are working on it and hoped to have it resolved soon. Please refer to the patch notes for any updates. Thank you.' Notice there was no answer to my question.

    Is it just me, or is the CS side getting...lacking...of late? It seems that since about I4, they have been going the way of say, SWG CS responses. Ok, maybe not that bad, but still, its no where near the responses from around I3.

    As a side note, I also petitioned for Krylov's first story arc after I failed the Facemaker mission. It left the clues / story in my clue window and didn't remove it. I have YET to hear on that issue beyond the automated initial response from Monday.

    I know these aren't that big of issues, but still, a customer would like a response.
  15. [ QUOTE ]

    I don't know if that's a bug or not (like I'm not sure if Mongoose is supposed to give a souvenir or not).


    [/ QUOTE ]

    Mongoose SHOULD give a souvenir. I got one in beta, it was that snake idol thing that you find in like the second mission. However, my Brute did not get it after finishing his arc. Petitioned it and got the response back that its a known issue and they're working on it, however, they did NOT say whether or not that 'solution' would apply to existing characters that have done the arc.
  16. [ QUOTE ]


    You've outleveled even more content then you think you have. First, Dmitri has two story arcs (the vahzilok one, then one with a group of Russian commandos called Spetsnaz). Also, when you complete this second arc you get referred to the Golden Roller contact, who has his own arc(s). Second, Themari also has two story arcs and he only offered you the second. His first leads to the 'Olivia Darque's Ring' souvenir.


    [/ QUOTE ]

    And if you fail the final mission in Dmitri's first arc (involves catching Facemaker in a timed mission in which she runs at about 1/2 health for the elevator and is an Elite Boss), he refuses to give you the second arc, as well as Golden Roller for a contact.

    Ya, things are mighty borked.

    I'm thinking of deleting my Brute and starting over to try and fix some of these muckups. It doesn't help that I'm not getting any responses on my petitions, been waiting two days now.

    As for the level 5-10 contacts, once you hit level 10, go into permadebt, you may be able to finish more stuff that way. Also, when doing newpaper missions, pick the steal stuff ones, or the defeat leader & guards missions. Don't bother with the Kidnappings as those generally have you killing more things to make a safe path for your kidnappee. Just run straight to the final objective, don't spend time killing everything. Same goes for the other missions in arcs and whatnot.

    Has anyone else noticed that Defeat All's are sprinkled a little TOO liberally in those first few levels?
  17. Wow, been so long since I've looked at my own thread. Thank you for the comments. Didn't even know it was up to almost 350 views. I took a fairly long hiatus for most of the summer, in fact, tonight (09/12/05) was the first time I've pretty much logged in since about May or June.

    I wouldn't say I truly dismiss Aim and Build Up, I know they are good powers, it's just that I tend to not use them too much. Like I said, with just the one accuracy, I get a pretty consistent hit rate. Before I was able to get SO's, I found myself using Aim + BU a lot, but afterwards, they tended to only be Boss / AV / Monster powers. Like my power slotting shows, I tend to not do things that others normally would.

    I've tried playing around with her some on Live and really, there's been only a few changes that I've found so far.

    -Phase Shift. Now a toggle that acts as a click. I could possibly dump this power now, but it still has some slight use in Kora missions. Haven't really played with it yet. Yay for PvE nerfs from PvP whining. If they wanted it to act as a click, then they should've made it a click. Cut and dried.

    -Freeze Ray & Bitter Freeze Ray. Read that the duration was reduced on the holds. Hasn't really been noticeable to me. *shrug*

    -Blizzard. Tried it once. My previous method of using Conserve Power then using Blizzard would allow me to start shooting pretty soon after using the nuke. Not anymore. I don't really have numbers on it, but it seems as if this tactic is no longer feasible, at least in the admittedly VERY limited playing I did with it.

    -Stealth and Suppression. Hate suppression with an absolute passion. There was nothing wrong with switching to Hover for Combat, then Fly for a quick getaway. Nothing else needs to be said.


    Otherwise, I would say this is still a pretty viable build. Haven't noticed anything really glaring other than the overall nerfs to Stealth / Phase Shift and Suppression to Fly.
  18. Dark One

    Guide to Guides

    I wrote a guide to building a Hasten-free Ice / Energy blaster a short while before Issue 4 came out. Nothing much changed other than Blizzard getting better. It got bumped downwards, so I thought I'd post it here. It's an alternative for those who want to go a different route than perma-Hasten.

    Here it is:
    A Hasten free Guide to Ice / Energy Blasters
  19. I don't know if anyone mentioned this...but he was going scouting WITH MASSIVE YELLOW GLOWIE EFFECTS. I don't know about you, but that doesn't scream stealth scout to me. The conversation amongst the Arachnos guards probably went like this:

    Mook 1 - So we hit this bar last night.
    Mook 2 - Any good?
    Mook 1 - Ya, the waitresses were outta this world!
    *Synapse goes speeding by with enough lights to outdo the Rockefeller Center XMas tree*
    Mook 2 - Right on. Let's go tonig...wait...what was that massive dose of yellow that just went by us?
    Mook 1 - *Sigh* Another speeder. Better get LR on the horn. Stupid Blasters...probably gonna try and drop a Nova or some stupid *bleep*. He coulda at least TRIED to be sneaky or something.

    Lesson for the day: Don't try to scout without Stealth + Superspeed.
  20. Well, this is my attempt at creating a guide for the flavor of Blaster that is Ice Blast / Energy Manipulation. These are my experiences and will not contain number cruching, Brawl Indexes, etc. This was my first character, chosen pretty much randomly and with no guide help to it. This was also the first character that I got to 50, as well as the fourth Ice / Energy Blaster on the Protector Server (to the best of my knowledge) without powerlevelling. I have invested over 700 hours on designing and playing this character. This isn't the longest, nor most detailed guide, but gives a good look at Ice / Energy.

    First thing I should say is that this build is based around NOT taking Hasten. If you want a cookie-cutter, perma-Hasten build, look elsewhere. There's only 2 situations that I would endorse Hasten and those are: 1) You are a team oriented defender or Controller and need to get those buffs out as quick as possible and 2) You are going for Superspeed as your main travel power. You are in no way gimping yourself by not having a 6-slotted Hasten, despite what nay-sayers may say. Please note that the ratings I assign the powers are pretty much arbitrary, but rate how I feel about the power.

    Ice Blast Primary

    This primary is designed around single-target 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 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

    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.

    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

    My Take on this Power: I took this starting out as my initial Ice attack. You never really outgrow this power, IMO. If I combine Ice Blast with a Bitter Ice Blast, I can 2-shot yellow minions. A good moderate damage attack.

    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

    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.

    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.

    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 is VERY happy right now.

    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 Movement, 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 3 Slows slotted in it. This power is more for slowing the enemy down than for doing damage. Get it if you want, but I haven't
    looked back from getting rid of it.

    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. I wouldn't waste a slot on putting in a Slow for this (or really, any of the Ice single-target attacks). It's always seemed to me that the villains do actually slow down when hit by Ice attacks.

    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 medium 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 Dmg / Mez Hami-O's in it and getting both benefits. Both this and Freeze Ray allow you to attack the villain without breaking the hold.

    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 coming with Issue 4)

    My Take on this Power: Currently on Live, Blizzard is a little lackluster. The upped damage and lowered AoE time on Test is very welcome. One Slow enhancement in this will mean up to orange lieutenents won't get out before its done with. I would avoid putting in a ToHit Debuff as the debuff isn't really that noticeable, in my estimation. This nuke requires more setup than Inferno / Nova / Thunderous Blast as well as more of the 'This might not be the time to use it' mentality. In conjunction with an Ice Controller's Ice Patch / Slick, it is quite good. What I like to do is hit Conserve Power then Blizzard the enemy group. CP means that it takes less end to recharge before you can start blasting again. It's also good to have a wall or something to hide behind after you fire Blizzard off. It also is not affected by Build Up, Aim, enrages, etc. unlike other nukes. Also remember that if you get dropped, the Blizzard ceases.

    Rating: 7 / 10 (current) 8 / 10 (Test)


    Energy Manipulation

    The Energy Manipulation secondary is geared around disorienting your target as well as providing several self buffs.

    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: Can't get rid of this power. It is good in some panic situations where too many are clustering around you. This is also a good 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.

    Rating: 2 / 10

    Energy Punch

    Description: 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. Your call really.

    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. Build Up + Aim is probably one of the few combos that will let you hit a SR scrapper in the Arena.

    Rating: 7-8 / 10

    Bonsmasher

    Description: The 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 good damage attack. This is the second of the melee attacks in the Energy secondary that can drop toggles in PvP. If this hits a scrapper / tank with his toggles down and you combine with Total Focus, you have one punch-drunk person.

    Rating: 8 / 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 cannot be made perma, even with perma-Hasten. No real downside to this other than its long recharge time. Six slot it for recharges.

    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. I try not to get into melee range anymore unless the villains are already held and then a disorient won't make that much of a difference. Does not drop toggles in PvP.

    Rating: 2 / 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 power is great for right before battles. It basically doubles your holds (if I remember right). It also allows Hover to travel faster and increases all secondary effects pretty well. I've always wondered if it increased the +Acc of Build Up and the +Dmg of Aim, but have never gotten an answer on it. Take this power.

    Rating: 7 / 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: Tried it on Test. Wasn't too enthusiastic about it. With Stealth, you can get close enough to fire off your ranged attacks and really not worry about range. Would make more sense if Ice had a snipe.

    Rating: 3 / 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 AV. Total Focus + Bonesmasher + Ice Blast will 3-shot most squishies, if I recall. Does not drop toggles in PvP.

    Rating: 10 / 10




    This following is the Build I have at 50 and is not nearly an 'optimized' build by any means, but it works. I don't quite remember which level I took what

    power at, so some of these may be off, please feel free to correct me if I have a power taken at a level that it is not available. I should also note that

    I've only used 1 respecification on the Live server and that was to dump Ice Storm and rework the whole Fitness pool power choice levels (like I said, this was my first character). I will follow with what could be a termed a near-optimized respec'd build.

    My Current Build

    Level Power
    1 Power Thrust (required)(1 Knockback)
    1 Ice Blast (1 Recharge, 1 Range, 1 Accuracy, 3 Damage)
    2 Frost Breath (1 Recharge, 1 Cone Range, 1 Accuracy, 3 Damage)
    4 Energy Punch (1 Stun)
    6 Hover (1 Defense, 1 Flight Speed)
    8 Freeze Ray (1 Accuracy, 2 Recharge, 3 Hold)
    10 Swift (1 Run Speed)
    12 Stealth (1 End Redux, 5 Defense)
    14 Fly (1 End Redux, 4 Flight Speed)
    16 Health (3 Health)
    18 Bitter Ice Blast (1 Accuracy, 5 Damage)
    20 Stamina (6 End Recovery)
    22 Conserve Power (6 Recharge)
    24 Build Up (1 ToHit Buff, 3 Recharge)
    26 Bitter Freeze Ray (1 Accuracy, 3 Hold)
    28 Aim (2 ToHit Buff, 2 Recharge)
    30 Grant Invisibility (1 Defense)
    32 Blizzard (1 Slow, 5 Damage)
    35 Phase Shift (3 End Redux)
    38 Power Boost (1 Recharge)
    41 Personal Force Field (1 End Redux, 2 Resist / Defense (can't remember which it is))
    44 Temp Invulnerability (1 End Redux, 5 Resist / Defense (again, can't remember))
    47 Force of Nature (1 Resist)
    49 Total Focus (3 Damage)


    Possible Respec Build

    Level Power
    1 Power Thrust (required) (1 Knockback)
    1 Ice Blast (1 Recharge, 1 Range, 1 Accuracy, 3 Damage)
    2 Aim (1 Tohit Buff, 1 Recharge)
    4 Frost Breath (1 Recharge, 1 Cone Range, 1 Accuracy, 3 Damage)
    6 Hover (1 Defense, 1 Flight Speed)
    8 Freeze Ray (1 Accuracy, 2 Recharge, 3 Hold)
    10 Swift (1 Run Speed)
    12 Stealth (1 End Redux, 5 Defense)
    14 Fly (1 End Redux, 3 Flight Speed)
    16 Health (1 Health)
    18 Bitter Ice Blast (1 Accuracy, 5 Damage)
    20 Stamina (6 End Recovery)
    22 Conserve Power (6 Recharge)
    24 Build Up (1 Tohit Buff, 1 Recharge)
    26 Bitter Freeze Ray (1 Accuracy, 3 Hold)
    28 Power Boost (1 Recharge)
    30 Grant Invisibility (1 Defense)
    32 Blizzard (1 Slow, 5 Damage)
    35 Phase Shift (3 End Redux)
    38 Total Focus (5 Damage, 1 Disorient)
    41 Personal Force Field (1 End Redux, 2 Resist / Defense)
    44 Temp Invulnerability (1 End Redux, 5 Resist / Defense)
    47 Force of Nature (2 Resist)
    49 Bonesmasher (2 Damage, 2 Disorient)


    Notes on my builds

    First off, this build is not for everyone. If you rely on Hasten, you won't like this. I can't see dedicating 5 additional slots for that power. This is also not an optimized PvP build, but I've done ok with it. You won't be king of the cage for PvP, but it is more than a respectable PvE build (my Live build), which in my opinion is the better way to go since there's so much more PvE than PvP.

    Aim & Build Up - I only put the one recharge in there (for my respec build) as I don't really use them all that much, other than as an opener. You could go for 2 recharges in each as opposed to the Tohit Buff. I've used HeroStats and with the 1 Accuracy enhancement (without using Aim / Build Up) and I can maintain a greater than 90% accuracy. I like them as a little bit extra oomph when I'm facing bosses and AV's. Not really necessary when facing minions and lieutenents.

    Fly - I might remove that fourth flight speed enhancement from my Live build. However, in going to Test and having just the 3 flight speeds in there, I can notice a fairly sizable difference, so the fourth might stay in there. If I was to keep it, I would take one slot off of Force of Nature.

    Conserve Power - 6 slot this thing. It is what keeps you going. While CP is active, I can generally keep my end up above 50% while continuously firing.

    Ice Storm - One of the accepted methods of getting the full effect from Blizzard is to lay down an Ice Storm. However, I try different things and I can reliably keep yellow minions in the AoE without using Ice Storm.

    Blizzard - This power got a lot of loving on Test. It is now a lot better than it currently is on Live. I keep a Slow enhancement in there because I respec'd out Ice Storm. A single Slow will mean that yellow lieutenents (even orange too if I remember right) can be dropped by Blizzard on Test.

    Energy Punch - The real reason I have this is I started out Blapping. I got tired of the debt from it, and I've just never really wanted to use a respec to get rid of it. It has its uses for me, minor though they are.

    Total Focus - Like I said, for my Live build, I got away from Blapping. Didn't really have anything else to take at 49 so I got it then.

    Health - Yes, there's 2 additional slots in there. Those will be going away if / when I respec. A relic from my early days when I thought extra health in there would make a difference.

    Toggle Powers - All my toggles have at minimum 1 end redux in there. With a 6-slotted Stamina, I can run PFF, Stealth, TI, and Fly at the same time and my end never drops. The 3 in Phase Shift are for the same reason. I don't like seeing my Stamina dropping when I run stealth glowie missions.

    Epic Power Pool - I went for Force Mastery. I've tried the Cold Mastery on Test and didn't care for it. Force of Nature was the real selling point for me. It allowed me to (with 1 Resist) tank Black Swan and her mob group long enough (and I didn't die) to get a Void held so our Dwarf-form PB could continue to tank Black Swan.


    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.

    With the build that I'm using on Live, I have been able to get Archvillains held for an appreciable amount of time with no other Controlling-type character on the team. It's so refreshing to see an AV in a block of ice. One of my highlights was keeping a portal Devouring Earth Thorn perma-held solo. I couldn't kill him, but he could never get unfroze. 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 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 (only got 2 defeats left to get), going through all the story arcs, etc.

    Well, that's all I can think of for this guide. A lot of people (most who are dependent on Hasten) don't like this one bit, probably because it show that it isn't necessary to get to 50, nor to be effective. 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 (no Hasten) in the game. If you don't like it, well, that's your opinion. I've had several friends in game ask me how I built this character, so I thought I'd finally write up a guide for it. I must say that it isn't for everyone and your mileage may vary. Thank you for your time reading this.



    P.S. Did anyone else notice that I don't like Hasten?

    P.P.S. Please no discussion about the lack of Hasten and how anyone not taking it is gimped. If you want people to take Hasten (or design a character around it), then please write your own guide with it in (or look for Black December's Ice / Energy guide). I wanted this one to show that Hasten is not necessary and that you are not gimped without it. Thank you.
  21. Thank you for your response tpull. I'm going to give my free respec back from I3 a try out on Test and see what it's like. I do know I am having massive problems with the way my MA / SR is set up now (for one thing, getting rid of Warrior's Challenge for right now. Why oh why did I take that power???)

    I'm still getting hit fairly often and not surviving for very long with 6 slots in FF, 5 in Agile (both slotted with DO's so far, 2 end redux and 4 defense / resist, can't remember which, in FF). My attacks are very underslotted with 2 each in Storm and Thunder Kick, 1 in Cobra Strike.

    Like I said, this was my attempt at overcompensating for coming from being a blaster with no defenses, other than Stealth and Hover, to a character that has defenses. Figured I could get those up first, and be able to survive long enough to deal out the damage with underslotted attacks. That is not, however, the case.

    I'm still not quite sure which route I would take with this character, either toggles or perma-Elude. I'm not really a big fan of perma-anything, so I'll probably end up going the toggle route.

    I understand its the 'advanced' guide. It's just that the others that have SR in them are old enough (and not updated too much, if at all) for any changes included in I3 and possibly even I2. Just trying to make sense of this powerset.
  22. Kinda thought it was, but I asked just to be sure. I don't know the numbers about what power contributes how much percentage, if I was overslotting FF and Agile, etc.

    I'd probably use that as my template once I get to Elude level or 40ish.

    I would however like to see a guide for the beginning SR scrapper. For instance, is there a defense cap for melee and ranged? How many slots in FF, FS, Agile, etc does it take to get to that cap?

    Again, I'm used to being blaster with no defenses, so this whole actually being able to avoid stuff is new to me and not being the one-hit wonder.
  23. Hi. Just started working on my MA / SR scrapper. Finding it a bit difficult to get the hang of. Got a few questions for ya though about it.

    Is the build you are posting a respec'd build or one that a player can use to get started right off the bat?

    I'm a bit concerned about the few slots that you've put into Focused Fighting, especially for a beginning */SR player. Isn't the whole point of a Super Reflexes scrapper to have awesome defense and not actually get hit? For defense prior to Practiced Brawler and Agile, all you've got is the one slot in FF. Seems like that would get a lot of people killed right off the bat. I have a lot of problems staying alive at 14 with 6 slots in FF and 5 in Agile (yes, I know its weird and my attacks are underslotted, hence the whole reason of trying to find a guide, I've still got the free respec so I can always chage).

    Is this basically a Blaster way of doing things, i.e. slot up your attacks first, worry about everything later kinda thing? As you can see, I've got a lvl50 Blaster, so I'm used to going without defenses. I think I may have gotten the mindset that since I'm now playing a character that actually HAS defenses, I've got to get them built up first.