Frosticus

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  1. Quote:
    Originally Posted by InsanityPeak View Post
    Alright, then Earth isn't overrated. But I've seen Fire/Kins taking Fly lately for the AE, so pardon me if I don't take current F/K builds too seriously.
    ya i've seen some f/k/f with fly too, haven't seen a f/k/earth with it yet though considering fissure wouldn't even work for them in the air.

    I've seen in on the /fire app kins because they can't survive and they try to hover about 10-15 feet above the group out of range of their melee attacks, but still in range for tran's, FS, hotfeet... they still end up spamming the hell out of transfusion to stay alive though.

    Fissure (with two dam procs and FF rech proc, 2 stun purples and 1 acc/rech stupefy) does ~250 damage and cycles every ~7.5 seconds (includes animation), while also stacking nicely with flashfire and having the FF proc boost the recharge on everything else.

    Fireball (with 5 pieces of posi, 1 acc/rech ragnorok) is not only considerably more expensive than slotting out fissure it does ~277 damage and cycles every 10.6 seconds.

    So not only does Fissure do considerably more for the build it also does more damage over time due to a much faster cycle time thanks to have a 20 sec base rech vs 32.

    So unless you are fighting mobs that die from 1 (maybe 2) cycles of fireball, earth app tends to pull ahead, while also being about 18 times safer (no joke) and that isn't even with factoring the stacking stun of fissure lol.

    Of course if you are farming easy stuff as mentioned earlier than you probably don't need the extra survivability and you can probably get by with 1 or 2 applications of fireball and move faster through the map.
  2. Quote:
    Originally Posted by Irresponsible View Post
    Again the point which I'm trying to make is being missed. Maximizing the damage output of a Dominator isn't as effective a way to play as concentrating power choices and slots on controls first and foremost. I never said anything about which AT solos better but that a Dom with a focus on controls is better than one that focuses on doing damage primarily. In other words most people won't see the full benefit of the I15 changes cause they are going to continue playing to a Dom's strengths which are controls and damage mitigation.

    DarkCurrent has noted how some of the attacks for Psi Assault cost more endurance than they are really worth and for this reason I think fitting in all of them is going to prove too costly for most and that this is how the Dev's probably want it for the sake of balance. Maybe it just comes down to differing play styles but I really don't find it useful to have a Dominator with an attack chain that includes all or nearly all of the secondary anyhow. On my lvl 50 Mind/Psi dom I decided to drop Mental Blast and Psionic Lance after respecting into having all the secondary attacks post I15 mostly because of never getting around to using them much before a fight was over.
    At the heart of it the statement that doms are now "dual primary" suggest that you could take on the role of damage dealer and look at your controls as a secondary function to killing things.

    But that only works when solo, or in teams that have enough mitigation that you have no purpose being there anyway.

    You are exactly right when you say that doms that don't focus on control in teams are generally playing inefficiently. But that isn't to say that they still don't get the opportunity to do some decent damage provided domination is up to ensure that their controls do the job very quickly thus allowing them a larger window to attack (which runs counter to the idea that perma-dom is less necessary, but all well)

    I haven't seen an i15 dom with the ease of use comparable to standing in one spot and raining down aoe like corruptors do. That isn't to say doms can't do ok aoe damage, but it generally takes a lot of jockeying around and is almost always in melee range which precludes that the mob must be controlled first.

    IMO doms solo better now, but whoop-de-doo they already solo'd very easily if a bit slow in some cases. The changes have done absolutely nothing to improve their teaming abilities except now I see the odd dom trying to play like a wannabe blapper in the 20's, which while their choice just makes me laugh...and with the idea going around that perma-dom is somehow less important I haven't seen it yet (as I still don't see that many late game doms), but would ultimately lead to considerably less contribution from team doms.
  3. Quote:
    Originally Posted by QuantumTrance View Post
    i have a fire/kin/fire but not sure if i should move to fire/kin/earth mastery to farm with...

    which one is more effective, i farm BM and Demons...
    If you farm easy stuff then fire app provides the most damage and speed. If you are farming harder stuff like all boss maps of +1 (or even +2's) then you will need to be def capped so earth or ice. Howerver, ice pairs better with plant than fire's pbaoe style so earth.

    You mention BM and deamons I'd go fire then and just carry a few bf's on the BM map.

    Earth isn't overrated at all, it is the easiest set to soft cap with and has a vicuous st melee attack that one shot holds bosses and caps your hp. Fissure isn't spectacular, but it cycles really fast so does well with procs and does enough damage. Especially the FF +rech proc, which on my plant/kin seems to be giving me over 25%+rech over time.
  4. Frosticus

    New Epic in i16

    Quote:
    Originally Posted by macskull View Post
    <QR>

    I read that announcement as "pools that didn't already have a 5th power are getting it added." Castle mentioned specifically that Scrappers are getting a new pool, but didn't say anything about other ATs getting new ones. One can hope, but I doubt it'll happen this go-around.
    This was my understanding as well.
    If an app/ppp currently has less than 5 power choices it is getting an additional one.
    Vill side
    - brute/veat mu
    Hero side
    - scrap/tank body
    - scrap dark
    - blaster fire
    - blaster force
    - troller fire
    - troller psy
    - def dark
    - def power

    AND

    scrappers are getting the pyre app added (renamed to Blaze, but lacking the power blaze heh)

    It would be great if some, or all AT's were getting an additional app/ppp pool to choose from, but I don't see why scrappers would be the only one's mentioned if that was the case.

    Here's hoping that the troller APP's get the best melee attack from fire and psy added to their app's like earth did! and hopefully they get scaled way up to be as good as seismic smash haha.
  5. Quote:
    Originally Posted by Negescape View Post
    Not to derail the thread, but does anyone know how to make Pyre Mastery available for scrappers in Mids?
    Yes,
    1. open database editor - epic - add - make new set - select correct AT to reference - save/exit
    2. copy each pyre power one by one into scrapper app
    3. save/exit
    4 open new scrapper app and make build.

    *Mine still tells me I can't choose the powers because the app doesn't belong to scrappers, but it lets me pick them anyway. The numbers all look right and short of that red text it all works on saves/reloads.
  6. Quote:
    Originally Posted by Wavicle View Post
    I've been told Physical Perfection is +Regen, +Recovery in a passive.


    I'm not in beta and neither is the person who told me, so take it with a grain of salt.
    Nor am I in the beta, but my crystal ball says it is approx half the value of health + half the value of stamina.
  7. Quote:
    Originally Posted by SlammySlam View Post
    Anyone have any thoughts. To me Electric / Storm would FEEL more right and wouldn't it be easier on your end. i see how FR and RoF would be wicked combo.
    Elec usually makes heavy use of short circuit. If you are a stormy that enjoys hurricane that is a tough pairing.

    I don't have a fire/storm (but I do have two lvl 50 storms), but I made a fire/cold before storm was available to corrs and I can tell you that freezing rain (sleet for cold) + rain of fire is one of the best aoe combos in the game with very high damage and high mitigation. And can even be cast from around a corner.

    It is usually up at the beginning of every fight too. With the amount rain of fire ends up scourgng it isn't all that much behind Rain of Arrows for an every spawn aoe nuke.
  8. Frosticus

    pvp server

    My prediction is it gets turned on in pve with GR's release. Should be fun.

    *I really hope I'm wrong lol, but rumors of super slots has me concerned that such a thing will come with a high cost.
  9. Frosticus

    pvp server

    Quote:
    Originally Posted by CryoTech View Post
    I would also love to see a PvP server made but i think it would be best to make PvP zones Cross Server rather than a stand alone server. Secondly, just because "Other MMOs have done it...." isnt a good enough reason for us to do it. Just because WoW ups the lvl cap every Major expansion for the players to have a new endgame, doesnt mean we should.



    Actually, I dont think it would be as hard as you think actually BaBs said during the 5yr Anniversary event when they unleashed all the monsters he turned on Diminishing Returns in all the zones. Now I won't pretend to know how programming for this game works, but if I could take a educated guess, He made it sound like turning on DR in non pvp zones was as easy as flipping a switch so i assume pvp wouldnt be all that much harder.
    I eagerly await the day DR is permanently implemented into pve.
  10. Quote:
    Originally Posted by Talen_Lee View Post
    It's also falsely self-martyred. I don't see Ditzy crusading to rollback buffs to Moment of Glory, buffs to Temperature protection, buffs to Dark Melee, buffs to melee damage ranges, etcetera, etcetera.

    Fact is, it's only homogenization and bad when it pulls something back from being overpowered.

    And if someone spends five years doing something they seem to hate, it tells me what they really like is complaining.
    I liked old mog, but the lack of buff canceling made it generally last too long. I don't see that as a problem with MoG necessarily and more a weakness of the entire game. You were generally very safe with it running, but the low hp gave you an edge of the seat feeling that only /fire armor is able reproduce (albeit in a different way). Granted very few players want that kind of "excitement" in this game.

    Temp protection is still skipped by pretty much everyone even though if you stack it with the winter's gift it does a nice job of helping fire with its main weakness. Alone, it is very meh.

    Melee range was a QoL adjustment because at 5ft is was often very finicky to outright unplayable in the event of lag (which is admittedly rare in CoX... haha).

    I argued that changing siphon life to a true attack, but with a free heal is unfair... and they made it cycle faster. MG, a nice QoL change, but why only MG, why not incinerate, or combustion, or irradiate, gloom, NF, TT, or all the st immobs? It would seem to me that if upfront damage is that important it would remain consistently important to players and set balancing. I am against making everything the same, always have been, but as soon as you start going down that path you may as well just do everything.

    I think it is pretty clear that the current power's team balances purely by spreadsheets. I don't agree with that at all as ultimately excel can only get you so far, but I can accept that it is occurring. However, it then makes inconsistencies look like sloppy work rather than uniqueness - especially when every single change being made removes inconsistencies. Or variation if you will.

    I mean people are currently criticizing CO for making each tier of attacks so similar and these are people that play this game lol. It is exactly that way here too except you can't pick and choose. Take scrappers for instance, the only really unique set is spines and Castle has said in the past that something like that set would never happen again and he'd change a lot of it eventually. Any guesses how he'd change it?

    I don't agree with Castle's (or Posi, whoever is making the decisions) vision of balance or fun. And while I've still been enjoying this game it seems that as each issue goes by he sinks his claws into something else I enjoy and sucks the fun right out of it. So far i16 sounds good, I don't really care about power tinting, but dynamic team size adjusting sounds really good. But I'm worried about the round of powers adjustments (nerfs, buffs, changes) that comes out shortly after each issue because ultimately combat is 99% of this game. I'm not worried because I want a static game, or can't handle change, I'm worried because I'll likely completely disagree about how and why the changes occur.

    Very few power changes that have occurred in the last 2? years have been the way I'd do them. They have always just been the absolute shortest way to make them perform within the accepted range while consistently reducing the scope of said range. But I don't make the decisions lol and I have no guarantee that my ideas would be more fun that what has been done. Although I don't see how they could be less fun

    Anyway, keep on dominating everyone. I hope to join the ranks again with earth assault. Pl it up to 29 where it looks playable and have some fun.
  11. Quote:
    Originally Posted by Perfect_Pain View Post
    I <3 how most of the people posting in this thread -myself included- don't pvp.
    I used to pvp almost exlusively in this game then Castle got his hands on the system and like many many people no longer partake in that area of the game.

    I've posted my suggestions on how to fix PO's and am now content to join the surge of people and just make fun of pvp. At times I wonder if the devs are actually trying to kill pvp off...

    For how much I used to love pvp in this game it pains me to say I'd actually rather it was removed entirely (hey they already pulled base raids, the next step is arenas and zones haha). They have failed at every turn, so it isn't surprising the PO's are also a failure. I'd personally respect them more if they just admitted they can't do it and focus on more missions on the lab map.
  12. I'd be surprised if people are hording pvp IO's, do they think they will get MORE expensive? probably hahahaha lolpvp so much fail.
  13. Quote:
    Originally Posted by Jade_Dragon View Post
    Well, permaDomination doesn't depend on the recharge time or chaining of the attacks, so I'm guessing that what you mean by /Energy being easy to permadom is that it has attacks that you can use available IOs in that will give you +recharge bonuses. Thus, it is not the traits of Energy itself (fast recharge, low damage, low end cost) that makes it viable for permadom but such factors as the ability to slot Stun in its attacks. This actually hasn't changed.
    I'm starting to wonder if you have ever played dominators, or are just chiming in?

    Old nrg could make do on 3-4 attacks which leaves numerous slots and power choices that could just be used to slot cheap recharge bonuses. New Nrg needs 5-6 attacks, which means you have to slot the attacks as attacks, so you can kiss cheap recharge bonuses away. Aside from having worse set bonuses, how does decimation compare to forcefeedback in price and availability?

    I KNOW you aren't reading what you are responding to because I already stated it was a combination of ease of building chains out of very few attacks and strong IO options that made Nrg the easiest and cheapest dom set to tweak.

    People say they want every power in a set to be valuable and worthwhile, but then they complain about how tight sets like /sr are. Like I said earlier though, people generally don't know what they actually want and certainly don't know what they are talking about. At times this applies to me as well, this isn't one of them though.

    Quote:
    I do understand that faster attacks means that you can build the first Domination quickly. But once that is established, it depends on recharge time. So if I am misunderstanding, please correct me. The level at which you can achieve permadom depends upon the level of the Set IOs. Normally, around 35, with the purples only available at 50.
    If you need purples on an old Nrg to hit perma dom then you aren't very good at building toons. You don't even need lotgs.

    Again you are just showing you aren't reading what you are responding to. I already said Nrg was the easiest set to hit perma dom with, but once other sets were perma dom'd as well they would surpass it. The difference was that nrg was about 5x easier to perma.

    I'm getting upset that I've been suckered into having a "discussion" with you again, it usually feels like I'm talking to a wall. Take a few extra seconds and actually read what you are responding to.


    Quote:
    I believe this sums up the crux of our argument. I am one of those people unwilling to spend billions of inf on my Dominator. I will either play it as it is, or move on to another AT that does not require such a massive investment.
    Ridiculous hyperbole ftw! Play a brute, MM, or scrapper then. Some of us liked that Doms actually required a modicum of time investment to reap the benefits. If people can dismiss server mergers by saying they like playing in ghost-towns then I should be able to dismiss dom changes by saying I liked that they were a slightly more advanced AT.

    Unfortunately they are now as easy as brutes, scrappers and mm's and I don't have any above lvl 40 and probably never will. Even with how fast you can hit 50 now. So unless /earth assault is awesome I doubt I'll ever take another dom to 50.

    Quote:
    It does seem rather odd to me that you believe restricting the number of people who are capable of getting performance out of an AT would lead to it being more popular and more utilized.

    I also find it difficult to believe that the casual player would raise 50 million inf, (by level 20?) much less know what to do with it to achieve permadom in that precise way that you make reference to. Only a hardcore player would be able to sort through the possibilities to find the one that conserves so much influence. (infamy, rather)
    You've had enough conversations with me to know that I think changing an AT around the goal of increasing popularity is retarded. For starters it isn't a real goal because you can't directly control the outcome.

    It's probably why chasing popularity for stalkers, pvp, and doms has resulted in next to nothing overall.

    Finally, where are you getting lvl 20 by? I just searched the thread and where you pulled that number from is a mystery. I'm getting the feeling it is from the same area as everything you are saying.
  14. Quote:
    Originally Posted by Xalaqia View Post
    I'd suggest starting grassroots movements to introduce more people to the fun of PvP. Events, challenges, broadcasts on the appropriate channels. If you want the supply, you'll have to start your own pool of opponents and teammates.
    emphasis mine. It would have to be the bolded state for this to occur
  15. Quote:
    Originally Posted by Jade_Dragon View Post
    But you agree that while it was ridiculously easy to make permadom, it was NOT the best Secondary overall. Even with the advantage of Domination up all the time, it was still inferior damage, right?
    It was the best secondary if you wanted a cheap perma dom, or wanted to get perma dom at the earliest level possible. Just like how the sword sets are ultimately surpassed by other scrapper sets they offer tremendous earlier benefit that is very desirable to some people. I mean there was no shortage of /nrg doms running around despite the set being "unplayable" on these forums.

    Inferior damage? maybe, that is tough to make a judgment call on. If my /nrg is perma dom 15 levels before other sets what does that do to damage output over the lifetime? I mean it was so easy to build into a perma dom relative to other sets that it might be fair to compare perma dom /nrg to non-perma dom other stuff.
    w/ dom+enhances
    Pbolt - 99
    Pblast - 130
    BS - 187
    TF - 407
    Pburst - 210

    In that regard, even next to the mighty "old" elec non-perma it was very good.
    Cbolt - 72
    Lbolt - 118
    Cbrawl - 162
    Havoc - 216
    TS - 247

    Obviously once other sets achieved perma dom they could blow past nrg, but I seem to recall a thread where someone demonstrated they could build a perma /nrg dom for like $50mill at the time when most doms were usually spending over a quarter billion for perma. For a "casual" player dipping into IO's that sounds pretty tempting to me.

    For people totally unwilling to invest even a tiny bit of inf into their /nrg dom then ya they were totally the suck. For those people Castle changed the entire AT. If Castle wants to post the population stats for each AT over the last while then I guess that would be the best way to determine if the dom changes were for the better.

    I'd wager 100 million inf that the population has actually decreased despite a short surge right after i15, but that might just be biased because my personal desire to play doms has decreased.
  16. Quote:
    Originally Posted by Black_Marrow View Post
    Ok. I swapped out Earths Embrace for Spore Burst. Fissure fit the character and Rock Armor... kinda does, but the other powers in the set dont really fit. Earths Embrace did, but I'm not sure I need it. Perhaps picking a different acilliary would be better. Any suggestions? Primal could fit theme-wise as well, but I'm not sure I want to go that route.

    Hmm. This decision is too tough. Does anyone know if we'll be able to recolor acilliary powers in i16 as well as our primary/secondary?
    Primal can work very well with plant/emp and energy torrent is a nice cone that is easy to use while standing back to use seeds.

    Powerboosted fort on your agro soakers means you might never need to heal.

    However, if you can make /ice app work then that is the best fit for plant imo.
  17. Quote:
    Originally Posted by Sharker_Quint View Post
    and if you PvP all day long everyday like you said you do earlier,then you should be getting drops. no question about that. it also helps to get on a team when you do this as it actually increases your chances of getting a drop. also remember that just because you saw 1 bought for 1 bil, that is not what they are going for that is what someone paid for it because they have the IWANTITNAO syndrome.

    before i was unable to use my comp, which was right before the opening of the new forums, we had a huge debate just like this about purples. people who wanted something for nothing and just couldn't grasp the concept i just pointed out about the IWANTITNAO crowd.
    It is my understanding the teaming actually decreases your chances as it isn't a linear progression of roll chance which would then be divided among teammates.

    ie. If solo you have a 1/200 chance of getting a drop on a team of 8 it doesn't jump up to 8/200 (1 in 25), but then get spread among the team (thus resulting in the same 1/200 chance).

    I have a feeling (but don't know for sure) that even in a team you still only have a 1/200 chance, but then it is still divided by the number of teammates within range.

    Similar to how in solo pve you fill up your loot tables a LOT faster than in a team, but in pve this is offset by faster xp and more inf and chances at "better" loot through TF's.

    I also haven't looked closely at the rep timer lately, but I believe that if a team of player A, B, C kills you they all show up on your timer list. If that is accurate it means that in some cases you could see the effective drop rate of PO's drop to nil. Though lowering the timer to 5 min helps as does no longer having it reset with each kill before it expired the first time.

    *1/200 is just an example drop rate, my understanding is that pre changes is was closer to 1/100, but I don't know for sure.
  18. Quote:
    Originally Posted by Starflier View Post
    Freedom is the most populated server. Virtue is a close second and the unofficial roleplaying server.

    Most populated also means the first to be locked out during events though, so it's good to have characters on a few servers.
    Neither freedom or virtue ever went past 2 dots last 2x xp event. Either they updated their servers or population just isn't high enough to max things out anymore.
  19. Quote:
    Originally Posted by Castle View Post
    Yes, they are very rare. This is by design. Since they drop from players, they pretty much *have* to be rare.

    Think about it this way: Say there is a 1 in 10 chance of a recipe dropping. In normal PVP play, that would make it relatively uncommon and a decent drop rate. However, players could also line up and let a friend kill them repeatedly. Let's say in this circumstance, a player can kill an average of 10 characters per minute. That would mean 1 recipe per minute, roughly.

    Our reward scheme is not as naive as what I outlined above, there are other checks to help prevent the Conga Line of Death style of farming, for instance. Still, there are major concerns regarding these becoming too prevalent.

    Now, all that said, I'll ask the Rewards Team to take a look at the data and see if we are happy with the overall drop rate.
    WAI? nah, not even close, unless the developer intentions are completely disconnected from the player base. It is pvp we're talking about though so maybe...maybe.

    I've seen several pvp IO proposals that solve all the issues of "player farming" and allow them to actually reward people for their pvp efforts. But you'd need to pvp to get them, which is probably auto fail at PS.

    I (like most people) just play like they don't exist. It is my understanding that one of the key design points of rare rewards is that you want people to strive for them even if they never actually attain them. Some rare rewards have been done well, but PvP IO's are a complete failure right now in these categories:
    1/ pvp activity motivation (ie the carrot)
    2/ rewarding pvp participation in a predictable manner
    3/ filling the need for character progression via pvp
    4/ adding more depth to pvp

    If you can figure out how to address even some of those failings pvp IO's might have a chance, but it sounds like you believe they are WAI so c'est la vie.
  20. Quote:
    Originally Posted by Sudz33 View Post
    Ok So ive decided for theme that I either want a AR or a Rad. Now the two secondaries are going to be Cold domination OR Thermal. Which do you guys think i should go with?
    rad/thermal, as mentioned is a very solid pairing.

    I personally dislike AR and rad/cold isn't bad, but cold already has an abundance of -def.

    I'd probably wait and do an arch/thermal myself, that sounds like a fun combo to me.
  21. Depends how aggressive you are on your plant/emp and if you have your hp accolades already.

    If you are right in the mix of it all then EE is a great choice regardless of your healing ability as a 1600hp controller is a lot tougher than a 1100hp troller. But if you already have all the hp accolades then it will be much less useful. I have it on my plant/kin and saved the hours I would have spent getting the accolades.

    Additionally if you are right in the mix then Seismic smash is a great power.

    If you sit back then EE and SS are both skippable on an /emp.

    Rock armor is a very impressive shield.
  22. Quote:
    Originally Posted by Computer View Post
    Could you explain this a little more? I thought that Stalkers had already gotten Hibernate, Disruptor Blast, Ball Lightning, and Shadow Meld added to Leviathan, Mace, Mu, and Soul Mastery (Respectively) meaning that Patron sets for Stalkers already have 5 powers. Infact the only Villain Patron set that does not have 5 powers is Mu Mastery on Brutes.
    Static discharge coming to a a brute (and VEAT) Mu patron near you.
  23. Quote:
    Originally Posted by Lalartu View Post
    Well I'm back after a two year wow break. I have noticed there have been a ton of changes since I left and I'm wondering how ice/cold corrs . are doing now a days in PvE-PvP and solo-team play. Thanks
    I wouldn't bother using it for pvp anymore and I'd make sure you have your aoe attacks for pve otherwise ice is a bit lacking there too (imo).
  24. Quote:
    Originally Posted by Jade_Dragon View Post
    Yes, but removing it removes that consideration of its relative weakness. Although you're not comparing damage, you could be. It's also one of the attacks that got faster, removing it would make Electric look slower comparitively.
    hmm I had a feeling you weren't understanding what avg meant, or that you weren't actually reading what you have been responding to.

    Quote:

    What do you say to Energy having such high recharge? Why is it good in that case and not good for your examples?
    I addressed energy in my last post. Might have a little something to do with it gaining an additional st attack (PP) along with having a total of 6 usable st attacks which is 1-2 more than every other assault set. And by "little something" I mean entirely.
  25. Quote:
    Originally Posted by Jade_Dragon View Post
    I'm sorry if I come off that way. Frankly, I know exactly what Frosticus is talking about with the End costs and I can empathise. It's just that the problem is not as general as he seems to believe it is. It certainly isn't recharge time, because the set which is universally described as positively effected by this change has the slowest recharge time of them all. It's "clunkiness", which is not a measurable quantity, its a perceptual one, based on recharge time, animation time, early availability of attacks, and previous performance. Energy and Electric, the two extremes, are apparently less "clunky" than before, Fire, smack dab in the middle, is more.

    I personally think I can sum up Frosticus' End problems in one word though: Flares.
    This isn't entirely true. Nrg was ridiculously easy to make attack chains with before and with only a few attacks. That along with good IO options was why nrg was the easiest secondary to perma dom. Nrg is definitely better now for most people, but you need to slot a lot of attacks and be prepared to use them. The days of just spamming BS, TF, and burst as a complete chain are gone. (slight exaggeration ).

    Making Powerpush an amazing attack is what has transformed Nrg under the new design. If it was still skipped Nrg would be pretty rough in the low levels if you aren't mind or grav.

    Be careful in your statements because the change to powerpush (and tk thrust) are not mutually exclusive from old doms, but they are a huge part of what constitutes the "improved" state of those sets.

    As for my current issue with fire, ya it is mostely flares, though I don't like an 8 second fireblast either and would have probably liked it better at 6 seconds. Fire is set up a lot like ice blast (actual ice blast, not icey) and just like ice it is very hard to make fluid chains now.