Fury Flechette

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  1. Being able to stack the same mez is key. I think cryo freeze ray is the waste largely because beanbag is all you need if you need a ranged option. Taser doesn't need a lot of slots...just 1 acc in the default with a well slotted beanbag is more than enough to keep a boss stunned.
  2. Quote:
    Originally Posted by Bringer_of_Pain View Post
    What type of Tank can deal out alot of damage and hold his own against EB's? Not to mention one that isn't an inspiration poping nightmare.
    That's generally not the standard for which tanks are measured. Maybe you should try a scrapper?

    Most tanks are usually more happy in being able to take the most aggro or surviving against a lot of incoming damage. Doing damage is important, but not predominant to many team oriented tanks.

    A well built tank wouldn't be popping inspirations against a *mere* EB.
  3. It's not going to make a meaningful difference. It doesn't fire off that often. If you want to boost your damage, spec into munitions and take surveillance.

    If you want to solo bosses easily, take both taser and beanbag and kill the bosses at your leisure as they do the drunk walk.
  4. Blasters can be a challenge, but once you get the hang of it, it solos or teams as well as any other character.

    I've logged hundreds (thousands?) of hours on various blasters and so the instincts that I use for self survival come really naturally. Some things I use almost all the time:

    * Mitigation tools - use em! That means if you have holds, stuns, sleeps, area denial powers (caltrops, ice patch) or even slows, you open with them. This will mean that in a typical 3 mob spawn, 1 or more will be out of commission, leaving you with a significantly less risky situation. Caltrops and ice patch can keep stuff at range, letting you avoid high damage melee attacks.

    * Learn how to pull. If you don't have mitigation in your power sets, knowing how to thin mobs, and essentially reduce a 3 mob spawn mob to 2 is a crucial skill. By doing this, you just cut your risk by a third. The best way to pull is to fire off a low damage attack and quickly move out of the line of sight. Pulling with a high damaging snipe or an AoE is not the way it's done, and can/will bring the entire group.

    * Killing them is the best mitigation. If your primary and secondary has aim and build up, slot them up with 3 recharge SOs/IOs as soon as possible. Aim and/or build up will allow you to 2-3 shot any minion, reducing the threat of a 3 mob spawn by another third. Using the examples from above, you can pull one mob, mez (hold/stun, etc.) another and then quickly kill the last. In many fights solo, I take zero damage.

    * Use inspirations. A couple of purples and a breakfree before a boss fight generally make such fights trivial. I generally don't use inspirations unless I'm faced with a difficult situation (such as when 2 or more spawn points or packed densely together or if the boss is one of the tougher mob types and is +2 or stronger).

    * In groups, play with an awareness of what your teammates can do. As a blaster, it's not often to your benefit to be the alpha striker in a large spawn. Some blasters can get away with it (my ice/ice that has capped ranged defense can open with shiver and ice storm pretty safely), but until you've invested a lot in your build, it's often better to wait for the tank to gain aggro, the defender/controller to apply debuffs, for the controller to apply an AoE hold. Just giving your teammates a few seconds to do what they can do can mean a significant difference in survival for you.
  5. I know that the obvious answer to my semi-rhetorical question is because of the belief that farming the toughest critters in the game yields the most xp. But does it really?

    I've been on a number of AE farm pick up groups, and I have to say that the farms involving high level bosses are actually pretty slow xp-wise. Usually, they have a setup where you have a tank spamming AoEs and some sort of healing AT keeping him alive. The rest of the team contributes however they can, but usually the contribution will vary quite a bit. It's worse in missions where the mission auto-sks anyone below level 47 to 46 (presumably to max out the xp).

    To be fair, the xp for a sub level 25 player is actually pretty decent in that sort of setup, but past that, I wonder how truly optimal boss farming really is. I know for example that AE missions that are setup to farm high lieutanants can yield phenomenal xp rates, and is far less reliant on tanks. I even contend that doing radio missions, even accounting for travel time, can be very lucrative as well too. I've taken a group of level 20 somethings who had mostly done AE missions to Talos Island to do rugged (challenge level 3) radio missions and they were surprised at the xp gain on a well built team.

    And yet farming bosses seem oddly popular. This sort of reminds me when Kraken farming used to be so popular in Perez Park. People would form teams beating them on the lake but never bothered trying to take out the large groups of Skulls and Hellions around the perimeter. It didn't matter that quickly downing mobs of white/blue/green Skulls yielded far better xp than the purple conning Krakens. The very idea of farming less than white con critters was met with scorn and derision.

    Perhaps, the reason may be that boss farming doesn't require much thought in team building. Get a tank, get a healing AT and a bunch of whatever. Sure, I see some folks try to optimize this setup. I see them looking for a kin and a bunch of damage. I've been on those types of teams too, and they still kill too slowly for my liking.

    Anyhow, this isn't yet an another thread condemning / promoting AE and the farming issue, just a personal observation that I see a lot people not really optimizing the very thing they're trying to achieve.
  6. Quote:
    Originally Posted by aizono View Post
    I need some serious IO's for my new build...I was wondering the best price I could get on:
    3 x Healing
    9 x Recharge reduc.
    11 x Accuracy
    11 x Damage
    7 x end reduc.
    2 x to hit debuff
    1 x defensive debug
    5 x end mod
    1 x Jumping
    1 x Hold Duration

    All level 35

    Please reply with how much you could do them for, and when you could have em by!

    I looked at WW and couldnt find enough recipeds to fufil my own order!

    Thanks,
    Aiz
    The fact you are buying/crafting level 35 commons saddens me. You realize you can buy/craft less popular set recipes for cheap, get better performance and save yourself a bunch of influence to boot. If you aren't aiming for set bonuses, frankenslotting is a winner in terms of price/performance.
  7. Quote:
    Originally Posted by Ahmon View Post
    Assault Rifle/Electric Blapper would seem quite difficult to keep alive.
    I'm pretty good with assault rifle. I can get a lot mileage out of the knockback from slug, buckshot and M30.
  8. Quote:
    Originally Posted by StratoNexus View Post
    Archery / Fire Blaster

    Elec / Fire Blaster (although Tesla Cage comes at 18, it should be tough getting that high)
    I think archery/fire would be easier than the TA/A Defender, mostly because you have damage and ranged stun. Sort of the same for the electric/fre.

    Quote:
    Cold / Archery Defender
    Now that's intriguing...that build may play similarly to the TA/A that made it to 21.
  9. Quote:
    Originally Posted by Fleeting_Whisper View Post
    I think Kinetics would probably be pretty hard for a death = delete character. It's only available on squishy ATs, and mostly requires you to be in melee. The heal is small compensation.
    Hmm...that's interesting, though if you wanted to min/max it, you'd pair kinetics with electric and build a sapper. You'd have to take something like energy blast, because I think kin/electric, once you got to short circuit, you'd be pretty survivable.

    It's definitely worth thinking about.
  10. Quote:
    Originally Posted by Kenteko View Post
    Melee wise, I can actually tell you a fire/shield scrapper/brute would be fairly dangerous to level
    I like your suggestions but disagree with that one. I leveled a fire/shield scrapper to 50 a while ago and remember very few deaths on her. Shield isn't that great until IO'ed but fire melee makes up for it by pumping out a lot of damage. It is a dangerous build, but not as dangerous as the others you suggested.
  11. Recently, I've been playing a character that I've role played as a normal human in a world full of super powered beings. Any defeat I suffer I've taken to mean as a character death. Essentially, I'm mimicking the hardcore mode in games like Diablo, where if your character dies, that's it.

    I realize that you can play solo and really carefully and you won't die (though, it may take you hundreds of hours to make it to 50); however, I reasoned that as a registered super hero, my characters will seek to team up, so I teamed most of my way until I died.

    My latest experiment was a Trick Arrow/Archery Defender which made it one bar away from level 22 before suffering her first defeat. A cargo boat full of +3 Council was just too much to handle. Fairly proud of that accomplishment since she teamed all the way up (no AE) and stayed alive on some pretty sketchy PUGs.

    I'm thinking of doing this again, and wanted to solicit your opinion as to what would be the hardest "hardcore" combination you can think of, assuming that you're teaming your way to 50.

    My initial thoughts are:

    * Sonic/Radiation Blast Defender (no self heal, low damage)
    * Fire/Fire Blaster (lots of damage, no mitigation, lots of unwanted aggro)
    * Peacebringer (technically wouldn't be a "normal" human, but same rules apply; would have to watch it around quantums)

    Generally, I don't think most tankers, scrappers, stalkers, MMs or brutes fit my criteria. Most combinations of them, once they get mez protection, shields or self heals are pretty hard to take down. I want something that will make me fear for my life every time I join a team.
  12. Arguably the hardest blaster combination to play. Fire/Fire has almost no mitigation except the afraid in Rain of Fire and the slow in Hotfeet. Compared to other blaster variants, you will tend to die alot.

    With that said, you're also arguably the highest damage blaster combination as well. Aim, build up, fire breath and fireball will melt just about anything. If they survive that (doubtful, but possible) you can follow up with fire sword circle.

    Stuff to take:

    Flares - animation is so much faster than days gone by. Also one of two powers you can fire off when mezzed.

    Fire blast - good solid blast. Also the second power you can fire off when mezzed.

    Fire ball - good ranged AoE, no reason not to take it.

    Blaze - a short range, but very high damaging attack. It's your best single target attack.

    Inferno - a high powered nuke. Since you're all about damage anyway, there are times when you want to take a huge spawn with you.

    Fire sword circle - a very good AoE, but it's point blank. Use when mobs are either mezzed, taunted or close to death anyway.

    Aim / Build Up - *DO NOT* skip these. They add to your damage. And in some ways, killing stuff first before they kill you is your best mitigation.

    Consume - a power that will allow you to recover end after you nuke or you run low. The biggest draw back is that it's a PBAoE and it causes aggro. It's a great power...for a tanker, but as a blaster, it's a bit on the sketchy side. I recommend you taking it but with reservations.

    Optional stuff to take:

    Blazing bolt - it's good as snipes go, but honestly, you can kill stuff faster using other powers.

    Rain of fire - it's one of your very few mitigation tools; however, it has the tendency to scatter mobs which may irritate teammates. It's a good power to use when mobs are taunted/held/immobilized. Damage for this power is often underestimated.

    Fire sword - a moderate damage single target melee attack. Not bad, but not that great. Honestly, there won't be that many times you will use this if you have your other powers well slotted.

    Combustion - it's another PBAoE but with a slightly longer cast time than fire sword circle. While it can do more damage than fire sword circle, most of the damage comes in ticks which means stuff will shoot back at you while they're being cooked. Fire sword circle's damage is mostly front loaded. I've seen a lot of fire blasters die trying to use this.

    Stuff to pretty much avoid:

    Blazing aura - it's a great power...for a tanker, but if you're mostly at range, you won't get much mileage of this power. Some can argue it's a decent power if you have teammates holding/immobilizing mobs. I'd argue that most of those mobs will be dead from your other AoEs. The only thing it will do is eat endurance.

    Burn - another power that on paper sounds decent. However, the power has a number of problems. First it has a similar afraid component as rain of fire, second it roots you to a spot as you summon the burn patch and third, it just doesn't do enough damage to justify the power slot. The power is questionable for fire tankers unless they have some way to keep mobs in the patch. For a fire/fire blaster, it's very skippable.

    Hot feet - it's a great power...for a controller. My fire controller loves this because it provides containment, does good damage and works well with fire cages. For a blaster, it's an aggro magnet, an endurance hog and does less damage than the other powers you have at your disposal. I'm sure you're thinking you can use hot feet to slow mobs to give you time to fire off your PBAoEs (combustion and fire sword circle). After dying a lot, many blasters come to realize the flaw in that strategy. You just take too much incoming fire to make the power usable. Paired with another primary, it may be okay. Paired with fire blast, the power is skippable.
  13. Quote:
    Originally Posted by OblivionX View Post
    Farming brute that isn't SS/ or /SD.
    *facepalm* I need to learn how to read.
  14. Quote:
    Originally Posted by LastPhantomZoner View Post
    thx for your input. Can you post a build for me to see and compare to. I agree with pretty much all that you said about my build.
    Sure.

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

    Boreal Haze - Issue 14: Level 50 Mutation Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Ancillary Pool: Cold Mastery

    Hero Profile:
    ------------
    Level 1: Ice Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
    Level 1: Chilblain Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(46)
    Level 2: Ice Bolt Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
    Level 4: Ice Sword Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(5), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(37)
    Level 6: Aim GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(50)
    Level 8: Freeze Ray Lock-Acc/Hold(A), Lock-Acc/Rchg(9), Lock-Rchg/Hold(9), Lock-EndRdx/Rchg/Hold(39), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-%Hold(42)
    Level 10: Combat Jumping Zephyr-Travel(A), Zephyr-ResKB(17)
    Level 12: Swift Run-I(A)
    Level 14: Super Jump Zephyr-Travel(A), Zephyr-ResKB(17)
    Level 16: Health Mrcl-Rcvry+(A)
    Level 18: Bitter Ice Blast Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(42)
    Level 20: Stamina EndMod-I(A), P'Shift-EndMod(21), P'Shift-End%(21)
    Level 22: Build Up RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
    Level 24: Ice Storm AirB'st-Acc/Dmg(A), Det'tn-Acc/Dmg(25), Posi-Dmg/EndRdx(25), Posi-Acc/Dmg/EndRdx(46)
    Level 26: Hasten RechRdx-I(A), RechRdx-I(27), RechRdx-I(27)
    Level 28: Shiver P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(29), P'ngTtl-Acc/EndRdx(29), P'ngTtl-Rng/Slow(43), P'ngTtl-EndRdx/Rchg/Slow(46), P'ngTtl--Rchg%(50)
    Level 30: Super Speed Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31)
    Level 32: Blizzard Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33)
    Level 35: Freezing Touch Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(48)
    Level 38: Ice Patch RechRdx-I(A)
    Level 41: Snow Storm TmpRdns-EndRdx/Rchg/Slow(A), TmpRdns-Acc/EndRdx(42)
    Level 44: Frozen Armor S'fstPrt-ResDam/Def+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45), LkGmblr-Rchg+(45), LkGmblr-Def/Rchg(50)
    Level 47: Hoarfrost Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(48), Dct'dW-Heal/Rchg(48)
    Level 49: Hibernate RechRdx-I(A)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    11.5% DamageBuff(Smashing)
    11.5% DamageBuff(Lethal)
    11.5% DamageBuff(Fire)
    11.5% DamageBuff(Cold)
    11.5% DamageBuff(Energy)
    11.5% DamageBuff(Negative)
    11.5% DamageBuff(Toxic)
    11.5% DamageBuff(Psionic)
    4.25% Defense(Smashing)
    4.25% Defense(Lethal)
    5.5% Defense(Fire)
    5.5% Defense(Cold)
    31.1% Defense(Energy)
    31.1% Defense(Negative)
    3% Defense(Psionic)
    5.5% Defense(Melee)
    44.3% Defense(Ranged)
    8% Defense(AoE)
    2.5% Enhancement(JumpSpeed)
    2.5% Enhancement(Held)
    2.5% Enhancement(JumpHeight)
    2.5% Enhancement(FlySpeed)
    2.5% Enhancement(RunSpeed)
    7.5% Enhancement(RechargeTime)
    55% Enhancement(Accuracy)
    26% FlySpeed
    72.3 HP (6%) HitPoints
    26% JumpHeight
    26% JumpSpeed
    Knockback (Mag -12)
    Knockup (Mag -12)
    MezResist(Held) 11.6%
    MezResist(Immobilize) 6.6%
    MezResist(Sleep) 2.75%
    MezResist(Terrorized) 2.2%
    17% (0.28 End/sec) Recovery
    10% (0.5 HP/sec) Regeneration
    2.84% Resistance(Fire)
    2.84% Resistance(Cold)
    26% RunSpeed






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  15. I also have a softcapped ice/ice/cold but my build is quite different than yours.

    First, it's pretty easy to get some ranged def bonuses by slotting up travel powers with two Zephyrs. Adding a slot to super speed would get you over the top. On my build, I have combat jumping and super jump both with 2 slots. It's also a great place for the -kb IOs.

    Second, I have two melee powers slotted with Mako's Bite. Ice sword and freezing touch. Freezing touch is a hold but can be slotted for damage. I use it only to stack holds for bosses, otherwise, I use it as a damaging attack. I prefer these over frozen fists, which seems subpar to me.

    Third, Chillblain can take the Thunderstrike set and should (IMO) be slotted for damage instead of immobilize. It does a decent damage though it is in ticks. And with shiver and snow storm, you really don't need the immobilize portion slotted for duration.

    Fourth, I really hate how you slotted frost breath and ice storm. Ice storm has no damage slotted in it and frost breath is underslotted. Rework your build to get them more slots.

    Fifth, too many unnecessary pools. I neither have fighting pool or leadership and was able to get to 46% ranged. The steadfast def/res can be slotted into frozen armor without sacrificing a pool pick for fighting. For a power pool pick, I'd recommend investing in leaping, grabbing combat jumping for upward mobility (and immobilize protection) and then slotting it 2 Zephyrs. That's a better way to go than grabbing fighting pool. My build only has fitness, leaping and speed. I thought about picking up concealment as places for LoTGs but there were powers I wanted more than that, and I grabbed a stealth IO.
  16. Electric/Shield farms pretty well.
  17. Did you take Chilling Embrace? I think that's a vital component for any ice tanker's defense. I think it's as important as your primary shields. The slows to incoming attack and critter movement is noticeable even with just a default end redx slotted.
  18. Quote:
    Originally Posted by Rodion View Post
    A question to the OP: I don't have a character with Force Bubble, so I don't have direct experience with this. Might an alternative action in this case have been to call all the squishies to you and retreat down the corridor a ways? This way, the tanker is happy and your blasters can take pot shots at all the guys bouncing off your bubble.
    Force bubble needs to be used against walls, and preferably a corner. The repel effect can be obnoxious if used improperly since it may bounce a mob away quite a distance away. If I just ran down into the corridor and triggered it, you'd have a situation where the Freakshow may scatter even worse due to the repel. That wouldn't help things.

    Also, I didn't think I'd be called a liar. I don't have chat logs of the incident, and yes, I am writing from my own perspective, but hopefully people can judge from my posting history (and the few posters that actually know me in game) can vouch for the fact that I don't embellish or exaggerate.

    If I was truly trying to cast this in the most favorable light possible, I probably wouldn't have included the fact that I had a snippy reaction to the tank's criticism of the use of force bubble. The tank and I didn't have much conversation before his comment and his negativity towards a power (that I thought was beneficially used) caught me by surprise.

    Also, for what it's worth, this is the first time in 3 years I've been kicked from a team. I'm not a rabble rouser and have a high tolerance for different play styles.
  19. Quote:
    Originally Posted by Turbo_Ski View Post
    Understand that you're reading his perspective. It's highly possible that he was the reason the tank couldn't hold aggro in the first place with gauntlet because he was pushing everything out of melee of the tank. Also understand that he is going to try and set himself up as the hero no matter what even if he was the main cause of the team's problems.
    You're just going to take my word for it.

    1. The only time I used force bubble was when the Freaks had overrun the tank was defeating squishies. I wasn't running it throughout the mission; that would be needlessly frustrating. My secondary is sonic blast and I don't have repulsion bomb, repulsion field or shockwave, so I don't think the accusation thatt I'm trying to push stuff away from melee is a fair comment. I do have force bolt, but I reserve that as a personal kb power that I use to save my own skin.

    2. The controller was a gravity/storm, but she was a pretty passive player. I don't think she had the mass AoE immobilize and she mostly used freezing rain when it was up and used single target holds. Not the best controller I've teamed with but by no means bad...very average. She was the third squishy to be defeated after being slept, kb'ed and then killed by a Freak boss. I don't know why the controller didn't try to cast freezing rain between the team and the Freaks...I suspect it wasn't up.

    3. The tank had aggro control problems throughout. We had two fire blasters on the team and I'd see Freaks get pulled right off the tank and directly to the blasters. This occurred before we encountered the cake layer lab room.
  20. Quote:
    Originally Posted by Turbo_Ski View Post
    I would have kicked you too. Force bubble is nothing but an annoyance for melee ATs. Even if he was an awful tank, you using force bubble only it made it that much harder for him to tank in the first place.
    Are you serious? Based on your past posting history I thought you were more flexible in the ways powers are used. It appears I overestimated you.
  21. Apparently, I committed a mortal sin by pushing mobs against the walls when the tank (the leader) failed to hold aggro.

    The team was compromised of a WP/Energy tank (team leader, no taunt, no AoEs), a bunch of squishies (mostly blasters and 1 controller) and me, the lone defender (FF/Sonic). We enter a radio mission against Freakshow and the team is doing relatively well, because so far the numbers of spawn were reasonable in size.

    Then we get to the one room in the lab map, the one where there's a ramp leading onto a platform which in turn has two other ramps that lead to a mezzanine that circles and is above the first platform. The tank decides to wade in and bring the entire room to the corridor.

    Obviously, it wasn't a good idea since there were so many Freaks and while the tank did manage to get their attention, the Freaks started to scatter and go after the rest of the team once they were in the corridor.

    Within a few seconds, a couple of the blasters dropped and the rest of the team was injured. To buy them some time, I threw up force bubble and trapped about 17 or 18 Freaks against the corner of the corridor. Mind you, this was the first time I used force bubble in the entire time we were teamed.

    Apparently, this act enraged our tank.

    Tank: "Force bubble herding = fail. Stop it!"
    Me: "Oh you mean like tankers that can't hold aggro = fail."
    Tank: "People should NEVER use knockback on teams."
    Me: "They're all in one corner, it's not like they're scattered"

    And that was it. I got kicked.

    I realize that force bubble can be obnoxious if used badly, but I didn't leave it on the entire time, and given the situation the team was in, I thought it was entirely appropriate. The mobs weren't scattered but neatly stacked in one corner, enough for the blaster to down them with a couple of AoEs. The tank with his weak taunt aura (RttC) and his single target energy melee attacks couldn't hold aggro well enough. I generally, don't tell tanks that they have to take taunt (I have a tauntless ice/ss tanker), but his build really seemed to need it.

    I know that my response was a bit on the snippy side, but I found it ironic that I was penalized for using my powers when the tanker couldn't really fulfill his role. I also got the vibe that somehow I, the lowly defender, was infringing the tank's personal territory.

    Anyways, that's been the first time I've been kicked from a team in close to 3 years.
  22. RoA can hit 17 targets and has aim in the same secondary; FA can only hit 10 in a narrow cone. Base recharge for both is the same. RoA > FA.
  23. Fury Flechette

    ICE/SS IO build

    Respec build I assume. No one would take Wet Ice at 35. Even as a respec build, the build would be awful if, for example, you decide to take in one of the lower level TFs. You wouldn't even have mez protection for the Katie Hanon TF.

    With that said, there's all sort of things I could nitpick about your slotting. For example, the Blessing of the Zephyrs. As you realize, with 2 slotted they provide range defense and with 3, they provide AoE. Unfortunately, your shields defend against damage type (smash/lethal/cold/fire/energy/neg energy). They don't stack and the small amount of range defense they provide is largely meaningless. That doesn't mean it's worthless, just not worth the slots or the bonuses.

    Crushing Impact is a nice set, but if you're going that route, why not go for Kinetic Combat...4 of those actually has a set bonus that is meaningful for your shields. I know you're aiming for the +5% global bonus, but what's a bit of a head scratcher for me is that while you aim for lots of global bonuses, you don't really slot the powers with recharge themselves.

    - Hibernate: 0 recharge
    - Hoarfrost: 70ish% recharge
    - Rage: 70% recharge

    All in all, I think you can put more recharge into key powers, slot less expensive LoTG recharges, Zephyrs and save your friend a lot of influence. The build is needlessly expensive and probably less effective than many cheaper builds.
  24. Quote:
    Originally Posted by Mephisto_Kur View Post
    Operating System: Vista 64
    Browser:Firefox 3.5.1
    Forum:All
    Bug Description:

    If you use the boards.cityofvillains.com URL, you do not log on to the boards.

    To repeat the bug:
    Log out of boards.cityofheroes.com
    Go to http://boards.cityofvillains.com/
    Log in to the forums.
    You are redirected to the boards.cityofheroes.com "Thanks for logging in" page.
    You are then redirected back to http://boards.cityofvillains.com/
    You are not logged in to the forums.

    The cookie\session only seems to be valid for the Hero side of the forums.
    I get something very simlar. If you use the URL, boards.coh.com.

    To get the bug:
    Close your browser
    Relaunch your browser
    Go to http://boards.coh.com (shouldn't the site remember who you are?)
    Try to log in
    You get redirected
    You are not logged into the forums

    And my information:
    Operating System (Vista, XP, OS X version): Vista
    Browser: IE8
    Forum: English->For Fun->City Life
    Bug Description: Forum does not remember user if you close the browser and try to come back
  25. Okay, some feedback.

    1. Haven't figured out a way to have all the sub forums show up like the old boards. Not sure if it can be configured that way.

    2. I use a number of different browsers/computers to access this forum and IE8 is fairly glitchy. It doesn't seem to remember my username/password, and when I've closed the browser to go off and to other things, the site prompts me for my username/password again and then fails to log me on. I had to use a workaround where I went to register as a new user and then the forums remembered who I was again.

    3. I dislike graphics in signatures and reputation points. They add clutter without providing anything useful.