-
Posts
204 -
Joined
-
If you are casual soloer (don't want to spend a lot of time playing) then you should try controllerish blaster or defender. Ice or sonic blasters, Dark miasma defenders. If you want to play a controller there are other combos that give you a nice start from lowbie levels. Illusions is good from level one with spectral wounds, for example.
Plant/storm can be nice to solo later on but you're not going to start out at the point when you fly trap, tornado, or lightning storm. Maybe after 30-40 levels you get there. Some people think it's worth it. Others may find it pointless. -
You can try mine, heroic levels 1-10, #51106 Playing Gods. I'm hoping some actual low levelled characters will play it and get some feedback on the difficulty of the bosses in the third mission (hoping that they won't be too difficult).
-
AE System
--------
Welcome to Architect Entertainment -- Neutral
Death for Dollars! -- Neutral
Bare Knuckles of Rage (9304)
*
Character/Supergroup Origins
--------
Birth of a Fossil -- Heroic
Secret Origins(Tech) The Snake Women of Epsilon V (42221) - Heroic
*
Classic Super-Hero/Super-Villain
--------
THE BOMBER --- Heroic --- 16607
*
Comedy
--------
The Extadine Lab -- Heroic
MacGuffin Delivery Service (1567) -- Villainous
ParaCon -- Heroic
The new and improved Lord Recluse Strike Force -- Villainous (though I wouldn't recommend against a hero)
The Fire Bunnies - Neutral, They are only bunnies after all...
You Say It's Your Birthday! (3630) - Neutral
Trademark Infringement -- Heroic (2220)
Hail to the King Neutral (34640)
*
Comedy/Drama
--------
A Super Team is Born -- Heroic
Attack of the Space Clowns (18749) -- Neutral
Cause of How Some Silly Stealed My Wings #1481 -- Neutral
How to Survive a Robot Uprising -- Heroic (12669)
Dr. Duplicate's Dastardly Dare -- Neutral
It's a Nice Day for a White Wedding (9059) -- Neutral
TURG FICTION: Ghost in the Machine, Act I - Heroic (althoughs romantic villains could try this too)
Rum Runners of Bloody Bay (3691) - Heroic
Have a Blap, Blap, Blappy Day Kids! (2019)
*
Crime/Gangs
--------
The Bravuran Jobs -- Villainous (16809)
The Monstrous Regiment of Lesbian Hellions -- Heroic (27178)
Win the 2009 Freak-Lympics (2150) - Villainous
Ninja Crimewave! (2142) - Heroic
Whitehawks (Arc 49364) -- Heroic
*
Drama
--------
The Fan Club -- Heroic
*
Global Domination
--------
Axis and Allies -- Villainous (10597)
*
Heist
--------
Celebrity Kidnapping -- Villainous (20161)
*
Historical (Realistic)
--------
*
Historical (CoH Lore)
--------
The War on Superadine - The Regulators in their 1980's drug war (Heroic) (Arc 7959)
*
Holiday
--------
*
Horror
--------
Dark Dreams (3615)
The Amulet of J'gara (1709) -- Heroic
Project: Perilous - Into the Chthonian Pit (#3586) - Neutral (Unless you happen to be a mad cultist, in which case, go nuts!)
Small Fears -- Heroic
*
Large-Scale Crisis
--------
A Hero's Halo -- Heroic
This Is War, Part I - the Revenge of Hro'Dtohz -- Neutral
Win the Past, Own the Future - Heroic
*
Magic
--------
The Magical Miss Fitz (5079) -- Heroic
Chains of Blood (5492) -- Heroic
*
Military
--------
Redoubt Operations #1: Fires over Kalago -- Heroic
Red Storm Rising (Arc 4912) -- Heroic
Whitehawks (Arc 49364) -- Heroic
*
Misc. Adventure
--------
The Portal Bandits (3326) -- Heroic
*
Mystery
--------
Blowback (18575) -- Heroic
Dream Paper -- Heroic (13030)
Dream Paper 2: Restless Sleep -- Heroic (16797)
Dream Paper 3: Broken Dreams -- Heroic (13064)
*
Mythology
--------
Anactoria's Descent Into the Underworld -- Villainous
The War of Fate: Betrayal (19698) -- Neutral
The Seelie War -- Heroic
The Unseelie War -- Villainous
Tales of Cimerora, volume 1 : Of feathers and fur -- Heroic
The Aegis Affair - Heroic
Witches and Warriors (49594)- Heroic
*
Nemesis Plots
--------
Brass Reaver: Part 1 -- Neutral
*
Player-Chosen Outcome
--------
Hunting the Dark Dragon -- Heroic
Playing Gods -- Heroic (51106)
*
Sci-Fi
--------
Adventures of the Space Marines -- Neutral
Adventures of the Space Marines 2 -- Neutral
Netrunner -- Heroic (14434)
Above Mars - Part 1: The Wellington -- Neutral (13215)
The Final Nemesis
*
Un-themed Survival/AV/Time Challenges
--------
The Meatgrinder -- Neutral
* -
[ QUOTE ]
On Virtue, I have an Ice Psy Dom tricked out with IOs just for that specific strike force..
I am fully equipped with grant invis + teleport..
and befor i went on my vacation from the game.. I had the maps mesmorized
[/ QUOTE ]
But I want a successful CAP run...since you are a dominator, no invite for you! I only want brutes and corrupters in my CAP team. Even if I have to recruit for 2 hours, I don't want no stinking inefficiency in my CAP run. -
I want a time travel story where the Megamech really does get unleashed, either in modern world or in ancient times. The Megamech must be HUGE, and like Lusca, with multiple parts. Fight the Megamech!
I want to witness the Mu-Oranbega war
More information on the Legacy chain (cool faction but not made used of enough)
Malta Group's role during and post the Cold War. -
[ QUOTE ]
No argument here. I've been saying for weeks now, maybe months, that the single most important thing this game needs to do is to revamp the level 5-15 game almost from scratch. It's so massively inferior to the rest of the game that it has to be costing potential subscribers.
...
[/ QUOTE ]
I agree with almost everything in this post. I made a similar complaint a long time back in Suggestions and my opinion hasn't changed.
First impressions count. The 5-15 game needs to be revamped to be "much better" than the rest of the game so as to retain trial players. Because this is what trial players see in two weeks.
* Unique tilesets for more of the 5-15 missions and unusual game objectives
* No more run to x dangerous place to kill n of y mobs.
* A clear path for new players to follow. Like the Burke->Geist->told to go to Port Oakes. Not "get thrown into the streets to a contact in some strange new zone, get there and get thrown to another contact in some strange new zone, then suddenly die"
I was trying to get a friend to play CoH and he was not being very impressed, nor did he intend to stay until he got to that initial contact mission where he had to get to a blinkie on top of a bunch of crates. He had no idea how to get up there until I showed him how to jump on different crates to the top.
"That's neat, a bit like Half-life or Deus Ex," he commented, and subscribed for a few months. He eventually left, but a minor little detail in a single mission can be crucial to whether a trial player stays or not. -
I9, I10, I11 -- it just keeps getting better. Keep up the good work, devs!
One minor issue though. I wonder if Flashback will kill altoholism, which is a great strength of CoX.. -
QR
1) If you have a perfect mix, your chances of winning goes up.
...But the perfect mix might not win, depending on the players. Duh, of course.
2) It has been proven that a "non-standard" team makeup can finish.
...But the "non-standard" players were from a highly organised SG of highly skilled players.
Leaving nothing proven.
The average player, in a "non-standard" team, will have an even lower chance of finishing the TF.
This average player can be the most fun person to play with, but they may not be a "good" player. "Good" isn't the term I will use, I will just use "skilled". I know plenty of good players who aren't skilled.
Of course, people just building a PuG team for STF will go with the perfect mix, leaving the average player without AT golden-standard powersets in a most RSF situation.
I liked that step-by-step checklist of things to do to overcome STF though... it should really be put up as a guide. -
You basically summed up many of my feelings regarding CoX vs Other-MMOs. I took a grand tour of all other MMOs out there, and came back to CoX because I consider it the best offering. Icing on the cake is the issue that made me quit is going to be kinda fixed in I9.
I am fiddling around with the unnamed incomplete MMO because it's...shiny. The irony is that I'm playing it because a sgmate in CoX drew my attention to it, and now I'm playing it with someone else who also plays CoX. We're using it as a pre-I9 diversion. -
[ QUOTE ]
If your goal is to have fun and finish the TF, then that goal may be achieved in other ways.
...
And as I have over 72 characters and the majority of them are Rad, Dark and Kinetics Defenders, I like debuffers quite a lot and am up on what they bring to a team.
[/ QUOTE ]
I was the ice tank in Lycaeus' team. Actually, what we were trying to do was not to "finish the STF" through tweaking the team into a min/max configuration, as you seem to have misunderstood (pardon me if I am mistaken).
1) After the difficulty Lycaeus had in tanking Recluse on his invul tank, I wanted to see how my ice tank would perform. But to stave off the possible frustration fest in the last mission, he would come along to pick up on Recluse. We also discussed the possibility of tag-taunting Recluse. If you can have 2 blasters, scrappers, controllers, defenders -- why not 2 tanks?
2) I did not make a strong effort to force the team to have certain powersets or AT ratios. I simply sent tells to some defenders/controllers, and when I felt I had enough, tried to recruit blasters/scrappers. It was just luck that nobody else was very interested so I just added more 'support' figuring they could scrape some blasts/pet-damage together.
3) It was also luck that it was mostly an empathy team. So another thing I wanted to see was if such as team could complete the TF, since such a team would have tons of forts and ABs.
Missions before last I consider decently done. The loose aggro was probably because I was rusty at tanking but our controller and Lycaeus were very professional picking up the slack.Deathwise I consider the number of deaths reasonable with the number of AVs there were, I thought the buffs helped a great deal, hehe... I had to leave for work so I didn't get to fight Recluse as according to the original plan. Oh well.
-
Team 1:
Stone/ Tank
Invul/ Tank
Mind/Emp Controller
Mind/Storm Controller
Ice/Rad Controller
Ill/Rad Controller x2
Fire/ blaster
This team basically steamrolled the TF. Invis and recall friend made it very fast. Very minimal deaths (usually accidents). The tanks and PAs easily kept the AVs occupied and the multiple controllers kept the ambushes under control easily.
For the last mission, one of the illusion controllers succesfully pulled the patrons one by one up to the platform. Debuffs were dropped onto Recluse and the Stone tanker tanked him easily with help from the /emp controller. The towers taken out yellow, green, red, blue.
Team 2:
Invul/ Tank
Ill/Rad Controller
Dark/ Defender
Rad/ Defender
Emp/ Defender
Elec/ Blaster
Claws/ Scrapper
MA/ Scrapper
The missions were done in a more traditional way of clearing through spawns, but it was very fast finishing everything before the last mission. It was pretty easy and the tank/controller were diligent on managing the AVs and ambushes.
A botched pull on the last mission resulted in all four AVs attacking the team, but some well-placed PAs resulted in minimal deaths and the AVs were taken down in the order Scorpion, Scirocco, Mako, Widow.
There were a few wipes at Recluse. There was a lot of difficulty keeping the invul tank alive. Unstoppable and the empathy defender healing him kept him just topped up, but once Unstoppable dropped, he would die in seconds and Recluse would wipe the rest of of the team, before even one tower could be disabled (or just after the tower was disabled).
After reorganizing the tactics a bit, with debuffs on Recluse and PA helping the tank out, and a scrapper tanking in elude for a while... and enthusiastic rezzing of the tank.. the towers were taken down yellow, red, blue, green.
Lycaeus:
[ QUOTE ]
We stalled a little on the towers, mostly because I was unable to tank Recluse without unstoppable on and an empath joined at the hip. Which is about 3 mins leeway at best.
[/ QUOTE ]
Maybe I should have just followed you around with shadowfall, but I don't think that will be enough either. And that sounds even more contrived than being attached to an empath.
Thoughts:
1a) Recluse does too much damage. The empathy defender fully dedicated to the tank, could not keep him alive long enough for the team to take out the towers. Not all tankers are stone, and not all teams will have illusion controllers.
OR
1b) The towers have too much resist/hitpoints. We kept the repairmen away from the towers, but it took forever to drop one tower even with 3 -res powers (defender EF, controller EF, tar patch) and three dedicated damage dealers.
2) Unbalanced difficulty between everything else and Lord Recluse/Towers. Tweak the earlier encounters to be more challenging to balance the reduction in Recluse/towers. Even after the towers were down, Lord Recluse was incredibly tedious to kill.
3) Currently this TF leads to certain ATs (and powersets) being favored greatly compared to others. That a balanced team had greater difficulty compared to a extremely skewed team should be a source of concern for the devs. -
It was fun, thanks the effort put to organising this.
I tried two builds. First, I fought on the villain side as a fire dom, which to be honest sucked something awful. A large part of it was due to villains not teaming very well and no buffs or support was coming from where I was teamed. This is a player-side problem. Then there is a game-side problem. Mez and kill the squishy is modus for blasters, stalkers, tankers, brutes, but...not dominators. In other words, almost everyone in the game has access to a mez and the damage on top of it -- but shouldn't mez be the domain of dominators (and controllers)? I didn't feel I was contributing a lot in the large scale battle going on, although I did smoke and throw random holds around, but anyone and everyone has access to mezzes like I said. Just total focus or whatever and you not only get a mezzed guy but you also get a dead guy, so why even bother with the dominator except use said combo on them if you are on the opposite side (the irony!). Domination built very quickly though, so that was nice. But I could never survive long enough to use it much.
After that, I fought as a sonics defender, which was a lot more fun since the heroes seemed to team better. We had some good fights with the more organised villain teams. Those were pretty tough to fight which does suggest villain problems were player-side. Strangely enough, I still seemed to get teleported a lot even though I was teamed with a FF. The new tp protection code probably worked but since the teleporter isn't penalised he's pretty much free to keep trying until he succeeds. And even if he doesn't manage to kill on tp foe, hey, do it again and again until you get a kill in. I don't think the new solution really solves anything. I guess it makes it harder to tp those with actual defense, but does jack for the people who are most frequently targetted by tp foe except maybe stalkers. -
[ QUOTE ]
[ QUOTE ]
I think you're wrong.
I AM a storm controller
I WILL respec out of hurricane, the only use I have for hurricane right now is to try and keep meleers away in PvE (I don't do PvP), and that ability has been neutered from the power so, to me, it's useless now.
[/ QUOTE ]
just because you lose your i dont have to really fight ever power doesnt mean its not still useful. im sure you will discover this for yourself. and as for the pvp aspect, its because of abuse that it got nerfed, same as AS one shotting, and placate hidding stalkers from the whole team of heros after oneshotting a squishy.
[/ QUOTE ]
In what way is hurricane ever a "I don't have to really fight ever" power in PvE, as the poster posts about his use of it in PVE (since he doesn't PvP)?
If you think fight is running up to someone and kicking them in the face, 5 out all CoH ATs (blasters, controllers, defenders, peacebringers, warshades) have the option of never "really ever" fighting, ever. Maybe you need to revise your definition of "fighting"...
Obviously you have never used hurricane yourself in PvE either, since you don't seem to be cognizant of the fact that it draws a ridiculous amount of aggro from mobs. That's not fighting though?
And not really commenting on the poster I am replying to: comparing hurricane to powers like repel and force bubble is really very erroneous.
In PvE, Repel is a marginal power for a kinetics -- they contribute most to the team with their buffs and end, damage buffs. Force bubble (sadly) for a bubbler is also marginal, their main contribution being the three bubbles. A storm user has no buffs unless you want to count o2 boost. Changing a key, bread-and-butter power is a big deal. Not the end of the world, but you really can't say "hurricane is still better than repel / force bubble". -
So it's a nerf, but not a big nerf because it was buffed endwise?
I don't think it's a big nerf as nerfs go. But some of us used it for its strong repel effect as well as its debuff effect. Very good for those people who didn't like the repel effect, but it destroys a certain way I can play my toon. The way of play of people who have learnt to work with the repel and/or use it. People who continue to use to use the power (still a very good power) will just use it in another way.
All this from a PvE angle. Oh, it was very useful PvE-wise. I mainly PvE after all, and I don't PvP on my stormie. Why would I lie to maintain any illusionary PvP advantage?
I feel a lot of frustration over this patch, I'm just not expressing it. -
I don't really trust any of the old numbers anymore and try to avoid quoting them. They got the debuff value of the easiest to test debuff of DN wrong. I would suggest we retest all the number.
Regarding this change I've seen enough numbers to be unhappy but I'll have to recalculate and do some plots myself to see how it is overall...when I feel like it. The announcment of class debuffing resistance on top of normal energy/neg-energy resists is a bit too much for now. -
I have a kin/sonic. Great combo, I agree. I also have an elec/elec blapper. Both are around the same levels.
Solo under normal situation, even with FS, the blapper outdamages the kin/sonic.
Teamed under normal situation, even with FS, the blapper outdamages the kin/sonic.
This is so, even though my blaster has a supposedly weak damage primary, and has chosen to diversify into some more "supportish" powers which has caused his potential damage output to drop somewhat.
Why is this so? Even though the kin/sonic can achieve higher sustainable damage to reach it requires pre-buffing in its attack chain. The blapper, with aim+buildup up at the start of every battle, delivers a lot more burst damage while lacking sustainable damage. Sustainable damage does not matter if your burst damage has already delivered most of the damage required to bring a spawn down.
However, I will admit that:
Solo under normal situation, kin/sonic is much safer than blapper
Teamed under normal situation, kin/sonic is much safer than blapper
Teamed under normal situation, kin/sonic provides more *group damage* than blapper
Teamed under abnormal situation (ultra high cons) kin/sonic is safer than, provides more group damage, contributes more to the team well-being than the blapper
And:
Teamed under abnormal situation, a kin/sonic can *potentially* outdamage a blapper.
- Abnormal team situation A, not enough damage dealers but lots of damage mitigation. Woohoo, mini-blaster time. I like blowing things up too.
- Abnormal team situation B, cons are too high and team isn't doing well. Kin/sonic will be busy trying to keep everyone alive to spam the sonic blasts with their lousy animations. Shout really locks you up for too long for example. Anyway, just too busy healing, debuffing and buffing to leverage that Fulcrum shift. Do that and soon you'll find everyone in your team dead, and at that point what use is all that damage?
Last of all:
Blapper on same team with kin/sonic will outdamage kin/sonic any time, if the kin/sonic is any good (weirdoes who think they are "kinetic healers" *puke*, and nasties who let the entire team die while they are doing their own soloing do not count) -
[ QUOTE ]
Cobra Strike is the power MA Regen's don't take.
[/ QUOTE ]
"I don't take the power that can mez the hurricane user and drop his hurricane and other toggles, but I want hurricane nerfed anyway."
"I'm unwilling to change my build to combat certain PvP tactics, so the devs must nerf the powers of others to fit my build" -
[ QUOTE ]
HAHA! These guys want to make it a click debuff? Oh, my god I have seen everything.
[/ QUOTE ]
I thought I had. This really puts it on a whole new level. -
/spasms uncontrollably!
/thrashes about wildy on the ground!
Aaagh! Yes we have succeeded! We have kidnapped Castle! We have a rep! Er -- wait... ok nevermind.
/flails limbs about madly! -
As ordered by cforce:
cforce:
[ QUOTE ]
Folks, I've put together my last guide; feel free to comment on it, Mind/Storms especially.
cforce's Mind/Storm Guide
I hope this is of use to other Mind/Storms which come after me. Also, I just wanted to take a moment to say that the folks on this forum represent perhaps the best group of posters I've encountered. Everyone here is reasonable, well-spoken, and helpful. In an internet full of l337 h4XX0rz and flame wars, y'all have have risen above. My hats off to all of you, and my thanks.
Toodles,
cforce
[/ QUOTE ]
Rasalgethi:
[ QUOTE ]
Thank you for the guide(s), I was hoping for a long time to see a new mind/storm guide since MrHood's is issues ago. Since you're asking for comments I'm going to go a-commenting, a lot is just my 2 cents.
"What differentiates Mind/Storm from other Mind builds? In a word, positioning. Mind/storm offers a level of mob positioning tools that are probably only surpassed by a herding tank."
THANK YOU! I'm glad someone feels the same way. In the usual way thought of as "control", as in tightly packed, drooling helpless mobs, I don't really feel we "control" better than any ice or earth controller worth their salt.
But we are not "location limited" nor entangled up in pets. Mind/storms take their control with them and they move their mobs to where they want the control to be. We mez and move them with both primary and secondary and dictate the terms of battle. The harder we toss our powers the better we control.
I agree on your assessment of O2 boost and steamy mist. If heals and resists are really needed it is better to recruit someone who can provide such things better.
Snow storm:
Unlike your build, I have snow storm early for when my controls are not developed. I find snow storm + freezing rain as a very nice pseudo-hold. I always have this power running in group battles because of it's -recharge.
Thunderclap:
I disagree with your assessment. Since I5 and ED, I've picked this power up and 5slot it. For small groups of mostly minions, I use it as a weak AoE hold. Mass hypnosis, jump in, thunderclap then toss freezing rain to stop them from drunk-waltzing away. This combo is up every spawn and can be used all the time. (This isn't my tactic, someone else posted it and after trying it I found it great.)
Tornado:
Also disagree here. I use it quite a bit, and almost always when solo. It tangles up bosses that you can't deal with immediately and also disorients mobs. It's like a unruly rottweiler that hangs around you and goes after enemies. With the ragdoll effect, it becomes even better. Mobs ragdolled down stay on the ground twitching while Tornado pounds on them. When they get up they're tossed again. I don't even have damage slotted in my mind powers except levitate. When I solo, I just hurricane mobs into a pile and then tornado/lightningstorm them to death instead of levitating one by one.
[/ QUOTE ]
Argentae:
[ QUOTE ]
Haven't had a chance to really read though it yet, but I'd like to thank you for the effort. Mind/Storm is one of the builds on my *need to try* list.
Quick note on the duration/recharge times, they were current as of I5, but while testing Mind Dominators I've found (so far, I don't know what's resistent yet and only have a handful of powers available to test with) that Dom durations are 65% on the times I have for Mind Controllers( I tested Confuse and Mez vs a solo Aracnos minion). Someone posted that they did some testing with a lvl 2 Mind Controller vs lvl 2 Hellions Minion and got the same times (22 Sec Duration for Confuse and 34 Sec Duration for Mezmerize). I haven't had a chance to retest yet, but it's possible that there may be a bug with the Dominator times affecting Controllers or even that we've been stealth nerfed with a 6X6. ::shrug:: Given my tiny data sample, it's certainly possible that I just picked a bad subject to test sleep and Confuse against, but in any case the statement that a lvl 2 Mind controller is only getting 14 sec from Dom and 34 from Mez definitely has me concerned... Just though you should know that there's some I6 murkiness before you published times...
[/ QUOTE ]
Argentae:
[ QUOTE ]
FYI: I retested Mesmerize and Confuse w/ a lvl 39 Mind Controller vs a lvl 39 Crey Geneticist and got the same exact times: 52 Sec for Mesmerize and 34 Sec for Confuse.
[/ QUOTE ]
Sakura_Kitsuki:
[ QUOTE ]
Very solid guide; I do a lot the same way with my own Mind/Storm. He's on hold now thanks to CoV, but the combination is huge fun and I don't doubt I'll be back to him soon.
Pre-ED, I'd 6-slotted Mez/Dominate/Levitate for 1 accuracy/5 damage. I now do 1 acc/3 dam/1 endred/1 recred on Mez and Levitate -- but I don't have Hasten. Not yet, anyway. Dominate I'm still playing with; I'm thinking 1 acc/2 dam/2 hold/1 recred withh turn out well. (I find I don't need the duration very much at all, while the small damage boost helps. This may change in a few more levels; he still hasn't hit 30 and the slowdown.)
Also, I'd wait a little longer on Total Domination. Without SOs, it's too inaccurate and too slow to recharge. I'd get to Stamina more quickly and then take TD at 22, I think. Or even 24 (Hurricane is lovely).
Likely just playstyle preferences, though, and otherwise, it looks spot-on to me. Nice work.
[/ QUOTE ]
3_Kings:
[ QUOTE ]
Nice guide. My first character is a mind/storm, so i made plenty of mistakes. I never got snow storm. With all the control, figured I didn't need it. With I6, i got rid of hasten. Long reloads, but always have at least one control up at all time, especially with TK/hurricane combo. Stamina is always a must.
How is Fireball? I have psych power pool. Is the damage really that good?
3 Kings
[/ QUOTE ]
Bakta_hero:
[ QUOTE ]
Solid guide, as usual.
I have to disagree on some Storm uses.
First of, O2. It's quite a handy power to grab post 40. Breakfree are only so many, so if you are in a group and get your def stunned for a very long time by e.g a malta, it may go downward after that. O2's uses are first to get rid of effects, second heal a little bit on the side.
Hurricane, now this one will create a storm, but Im of the mind to get it removed as one respec in the later stages. While it's very handy in the mid 20/30, later on you rely more on holding/sleeping whatever moves and letting others clean up if you are in a group.
Solo, even with setting at inv, you'll face 3 mobs together top. Using hurricane on them is not very useful.
There is one trick one can use with levitate or fly at high levels outside. Mark your group and TD them. Go right into the middle, use fly to go up a little bit (rough estimate is 1.5 normal size). Unleash lighting storm. The knockback effect will now turn into a knock down. If you feel nasty just use mass sleep, snow storm and ice storm right after you unlesahed lighting, they must run away but are 1, too slow, 2 knocked down by ice patch, 3 knocked down by lighting.
As a final, I found more use in the psych epic line instead of the fire one, it's a matter of taste I concede.
Cheers,
B
[/ QUOTE ]
cforce:
[ QUOTE ]
Good commentary all -- lemme suggest you post some of the follow-up commentary in the guide thread itself, rather than here. Always good to have diverse opinions represented in the part of the forums that won't be purged. I'm not going to be updating the guide anymore myself, as I'm riding off into the sunset. Just wanted to help out by passing along whatever I could before I left.
Enjoy, and go kick some Arachnos heiney for me.
[/ QUOTE ] -
[ QUOTE ]
The Pwnz badge gives you the Chief Swiper. The Tank Smasher is for getting the Tank Buster badge.
[/ QUOTE ]
Oh, doh! That must be it... I'm stupid. -
I think you get the Freak Tank from the "Pwnz" badge. I was doing the Sister Psyche TF and got the "Tank Buster" but didn't get my gladiator badge... then I did the "Pwnz" mission and got it. Maybe both are requirements. Or maybe I'm just hallucinating.
-
[ QUOTE ]
But I expect I've been relegated to the a$$ki$$er camp and therefore my opinion isn't to be valued.
[/ QUOTE ]
Your opinion is valued. I need something to flame for being a$$ki$$ing. -
[ QUOTE ]
My AOE patience is recharging and it's duration isn't long.
[/ QUOTE ]
I declare this the best quote of I5 ever, madam! I shall steal it for my sig if you allow it...