Gilia

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  1. I think a lot of the hate actually comes down to Air Superiority having a more reliable knockdown and -fly. Other than that, they are awfully similar.

    The Kinetic Combat proc has the same chance to go off (20%). So if you put one of those in Brawl, it's better for what you're describing (damage mitigation). Course you could put it in Jump Kick, I suppose.

    A lot of the problem with Jump Kick is what you give up for it. In a lot of circumstances, there's something better. For example, if you have AS and JK at level 8, that means you gave up at least Train Ninja, then also either Aimed Shot, Snap Shot, or Call Genjin AND your tier 2 and 3 secondary powers. I would take all of those over Jump Kick.

    Then there's Combat Jumping, which is just a sweet power on all fronts that will lead you to SJ or Acrobatics just as well.


    On the flip side, don't let em scoff at you too much for Whirlwind. I scoffed at a Mercenary MM for it once and then he showed me what he could do. He'd bunch entire mobs into a corner and keep 'em bouncing there while his henchman fired wildly into the mess. Not the best team strategy probably, but still... humbled me after having bad mouthed whirlwind.
  2. Quote:
    Originally Posted by Arcanaville View Post
    Never going to happen. The whole point of making a new game would be to in effect start from scratch. You want to be able to market the game as a totally fresh start. No one has an advantage over any others. Everyone gets to start clean. You have a chance to get in on the ground floor. There's no (or as little as possible) pre-established social or gameplay conventions. This is so important to a new game launch that I think the powerleveling issue is not even on the radar compared to this one.
    I agree with this, but I just wanted to note that it's not quite so strict. Many MMOs allow beta testers or people who preorder to get a jump start. Not a lot, but some. Course many MMOs are failing, too..

    I also don't think you can say it's the "whole point." Exercising your creative juices as a writer or game creator is probably up there too... oh yeah, and money!
  3. Quote:
    Originally Posted by Person34 View Post
    There's no way they are going to consider this. Just no way. Logic wouldn't justify allowing 75% of a new game's content (and that is what this will be, an entirely new game) to become trivialized by allowing folks to xfer over their top toons from the previous MMORPG. I undertand folks are attached to their toons but this will be a seperate game and not an extention of the original CoX like GR is.
    I don't follow the logic. Because Going Rogue is built on the same engine, its content is bypassable? Because you will have the same AT options, you don't have to ever see the first area of Praetoria? However, if the powers were switched around or a new engine were introduced then content could not be skipped?

    I mean, I agree with the conclusion. However, in light of Going Rogue it doesn't follow that they "wouldn't justify" letting you transfer old characters. If anything, logic dictates that Paragon Studios is fine with content being skipped (hence the majority of it is now), if you should so choose.

    I'd really just like to see something similar to Going Rogue over again down the road. An installation that is fit for modern hardware, but you could still play with friends on the old setup. More powersets, a new world/city to explore, etc.

    And why is that you say? I think a "new" City of Heroes would suffer the same fate as the majority of MMOs coming out of late. Too few players free from another MMO with the modern hardware that new ones require are out there.
  4. Quote:
    Originally Posted by Mr. DJ View Post
    glad someone said it

    unsuppressed movement ftw

    reason to take Stealth and Invis...uh...maybe PvP Stalker or simply a IO mule for a LotG 7.5% rech
    Yeah! Group Fly ftw!

    Edit: ;-)
  5. Quote:
    Originally Posted by pikkon15 View Post
    i myself like the villian ATs more

    * corruptors have a nice in herit as compared to defenders

    * Dominators are what contollers should have been and have a uniquie power set

    *All the villain ATs are more solo friendly.

    *I can come up with more concepts for the villian ATs( not all villan concepts )
    It's gotta be a mixed bag based on play style...
    My favorite ATs are Blaster, Soldier, Peace Bringer, Stalker... probably in that order. Blasters and Stalkers just do so much sheer damage out of the box. Well done, they are making others feel silly for a whole 49 levels.

    Peace Bringers and Soldiers I like because the sick versatility. Properly built, they can go toe to toe in melee or do above average ranged damage. They are so unique.

    It's pretty subjective though. Brutes doll out a ton of damage, too, I'm just not as into them. I am not a big fan of Warshades, but that's mostly in "light" of Peace Bringers.

    If I had to pick a side, I'd say hero over all. I find Corruptors to be this awkward inbetween -- not keeping pace with a Blaster and not as team oriented as a Defender. I get a similiar feel about Dominators in light of what Controllers can do. The only 1:1 correlation that I really have to give Villains is I'd rather play a Stalker or Brute than a Scrapper.

    It's so subjective though.
  6. Quote:
    Originally Posted by Jiblets View Post
    What are you most dissatisfied with in your chosen AT/Powerset?

    I nominate /Devices 'Timebomb' for most misleading, least useful, bitterest disappointment.

    I've just taken it recently, and found for the most part that I can't find a useful niche for it. Sure, it's a tremendous explosion with larger radius and more powerful blast than 'Trip Mine', but the problem is that you can't set it with the assurance that it will not explode too soon or too late. You can't use it on teams because a full team will take down adversaries far too quickly for you to set a bomb, or if you try to set it at a 'herding-to-here' spot, It's just as likely to detonate before they all get there.

    Fix this power by making the Bomb remotely detonatable, and all will be forgiven.
    Why /devices? Devices gives you smoke grenade and cloaking device. You can literally sneak up to almost anything, take the same amount of time to deploy a time bomb as an end-crash nuke would have you end-crashed and do end-crash nuke damage.
    /Traps on the other hand? Less damage and no stealthing.
    I love it in /devices. Probably wouldn't take it in /traps. Obviously it doesn't fit all playstyles. End crashing nukes don't after all, and it's a clear "secondary" form of that (pun intended).

    I don't hate group fly the way most people do either, but that's cause I get nostalgic by being able to joust. Use some set bonuses to offset the -acc and do some unsuppressed flybys. Yeah I wouldn't use it on a team. I'm very *aware*.

    My nomination has to be Jump Kick. I just don't like that power. Combat Jumping and Air Superiority make it look silly, it's animation looks silly, and I've never had it on any AT whose numbers for it weren't abysmal low.
  7. Quote:
    Originally Posted by Madam_Enigma View Post
    You pull out the gun and fire it. Fortunately, the crab spider attacks themselves have no redraw. Your weapon is always drawn. Anything from the soldier stuff (pre 24) requires the gun.
    Yeah, but keep in mind that this set was created entirely after the redraw penalty was compensated for. There's no lingering redraw issues (like many people say Trick Arrow still has).

    If I Web Envelope from Mace Mastery with Wide Area Web Grenade queued up, the second will fire virtually instantly after the first, for example. The rifle's maybe half drawn when it launches. Some chains aren't so fluid, but don't worry about the time it takes to draw the gun. If it were drawn, the animation's time would be extended till after you fired anyway. Redraw powers suffering from lower DPA is a myth like the pre-supersidekick "double influence when exemplared" or "targeted AOE knockback is radial."

    I just don't like switching weapons all the time because it LOOKS goofy...
  8. Quote:
    Originally Posted by PracticallyGod View Post
    Isnt strength of will unaffected by recharge time?
    Yup. It has a three minute down time. Which is okay, I mean it's up 40% of the time out of the box. I have it on a tanker, because I love to fire it off after Resurgance, rather than waiting on toggles. He's not IO'd very well, though. If I put the investment in, I'd probably drop both the t8 and t9.

    I agree with most of what's been said. Invulnerability's draw backs are the psi-hole and endurance cost. It can be made very good with some IO investment. Because of that, I'd put it up with WP and Shield (for their regen and damage, respectively) for the best post-IO'd sets.

    I don't think the psihole matters as much redside, though. I've seen well built Tankers become laughable in a lot of late game content. That doesn't seem to be the case for Brutes. At any rate, I'm not a fan of the set because once DP is on auto it's soooo boring.
  9. Quote:
    Originally Posted by Jeava View Post
    Greetings

    I'm just started a DP corrupter...again....lol...and wanted to get some thoughts on taking Empty Clip and Bullet Rain. I tried these two before and was very under whelmed by the damage and thought the aggro at low level was a bit much to handle. However as I haven't really tried it more then to level 10, I was curious if most people thought these would be good to take? I think my build would be able to take one or the other of these at around 8 or so but didn't know if I should. Any comments suggestions are appreciated
    Empty Clips is your standard cone. Honestly, on most blast sets I cannot resist the cone... for the same reasons as you, I dropped it from my DP/ Corruptor.

    The nice thing about these two powers is you can stack the ice or chemical rounds against a whole mob for some serious debuffs, if the situation allows for it.


    What I like to do, however, is when the person on point's life is dropping, I will hop in with standard ammo and Hail of Bullets then Rain of Bullets. The mob is knocked down three times, then half of them are knocked back. Between the decent damage and the knocking around, it can turn around most battles.

    I play DP/Sonic, however, where the -damage debuff from chem rounds is a little less noticeable. If you would take 100 damage, a shot of chem rounds make it's 90. With me on your team and close by, you'd take 65 (after my sonic buffs) and that'd only get cut down to 59. Still useful, I just think the knockdown/back is more obvious. If you were some other secondary, the damage debuff might be better.
  10. Quote:
    Originally Posted by Mugh_The_Mighty View Post
    What about the red side? I see lots of posts about a brute duo, but that doesn't sound too interesting. Is there another villain duo?
    I have done a dark/dark Corruptor with a Night Widow, but in retrospect I should have done it with a Soldier. Stacking VEAT Manuevers (significantly better than the leadership pool version) with the -tohit on dark/dark made our teams incredibly resilient.

    I wouldn't do two Brutes, honestly, just because I don't like competing for Fury. Something that compliments the Brute's sets though? That'd be awesome. Sonic with a heavy PBAoE Brute would be pretty sweet, or Kinetics with something not so end friendly, etc. There's probably better / more specific synergies than that...

    Honestly if the original instinct was to a scrapper, I'd say two Stalkers. If one of you has a level 50, a Stalker with a Bane or Night Widow (or even a stealthy Fort) would be fun too.
  11. If he does a /dark Scrapper I would suggest you do the same, or a dark/ tanker. Having two players with Cloak of Fear or Oppressive Gloom means you can fear/disorient entire mobs... bosses included.

    I have played a number of duos (that's about all I do anymore), and some have been more fun than others. Honestly the most fun was either a WP/Dual Blades Tanker and Fire/Ice Blaster or two Archery/Energy blasters.

    I have played a Controller in a duo and it wasn't that much fun for me until we added a lot of teammates. That's probably more my preferred play style than anything.


    Most people probably wouldn't agree with this, but two /devices blasters can be a ton of fun. It's not that fast, and don't expect to be the crux of any task forces, but sneaking around planting huge piles of mines and time bombing every other mob is a hoot.
  12. Quote:
    Originally Posted by Carnifax_NA View Post
    I did last night. Bloody useless random Pain Dom MMs. He did have Rez though, which is was awfully proud of (and 3 of the heals which he never used. Rezzes happened instantly though).
    I have a level 46 pain dom mastermind, and I get tagged as useless by a lot of people. Occasionally, someone who can pay attention to themselves and their teammates realizes I'm very far from useless. I am going to have to agree with some of the speculation that followed. This guy was probably healing his own pets, and had such poor endurance management that he wanted his teammates to die. When I play my minions go down every second or third mob, because the teammates always *always* come first. Similarly, if I'm on any character who uses heals, I will not run from a losing battle. Empathy Defenders who prance away when their life drops in half... THEY are useless.

    I had one person tell me just the other day that I "sucked." I know why, too. He continually ran off in another direction and got himself killed (DP Corruptor). I got sick of chasing him.

    Anyway, my two cents on the "healer" requests is honestly if they just meant a support character who is not built for damage, that's fine. If they actually think someone has healing powers exclusively is going to turn things around for them, but nothing else will, they are just not observant. I pactmated two Blasters, a friend and I, all the way to 50 and ran with 8 blasters many many times. No healer, no tanker, juuuust pure damage. Worked fine.
  13. Quote:
    Originally Posted by EmperorSteele View Post
    Don't worry about Aim wearing off before RoA hits; your hit roll is determined the moment you click the attack button, not after the animation finishes. That's why sometimes you'll see someone with super strength hurl a boulder at someone who'd run around a corner, only for the boulder to change direction and go through the wall. The attack already determined that it was going to hit, and the laws of physics happily comply. Along that same vein, your +to hit and +dam will still be in effect by the time RoA finishes (besides which fact is, it lasts for 10 seconds. RoA animates in 3 seconds, so you're good)

    If you plan on using RoA as part of your attack chain, i'd definitely look at some End Redux. True, the attack doesn't drain all your end like most nukes, but 20 points is pretty heafty. Maintaining an attack chain after that is going to leave you pretty winded.
    I had to bring it up and test this out just to make sure... but that's not how Rain of Arrows works. Most powers work that way (Self Destruct being a notable and clear example, with its tremendous animation time), but Rain of Arrows does not. I assume it's because a "Psuedo pet" is summoned at the end of the animation and THAT begins attacking.

    It won't be a problem against most foes, cause most of them when they catch wind of your presence will go through their own ranged attacks, holding them in place. However, if they are running at you when you begin the animation and are out of the target zone at the end of the animation, you will not hit. It will not even check to hit.

    I don't know if the psuedo pet inherits Aim because it was on when you began animating, however. Like EmperorSteele said though, the 10 second duration should be just fine for a 3 second power.

    I would do 3 damage, 1 accuracy, 2 recharge reductions if I went with SOs or Common IOs. Frankenslotting some set pieces with end redux and accuracy might not be a bad idea though (focusing primarily on damage and recharge).
  14. I think there's plenty of clever ways they could go with it. Something like the current Blaster Defiance would be neat. Rather than sliding damage to endurance reduction, it could be health regeneration or defenses.

    Really though, what would break the bank... If when solo'd all the click team buffs became self toggles. Haha!

    If they wanted to get super fancy, a hireling system might be fun. They could do some sub-mastermind work when they solo, so they have someone to buff/heal, and then the hireling would decide it's better off alone when other PCs join the team.

    I'm not saying any of this is realistic or to be expected, I'm just saying there's a lot more creative things they could be cooking up.
  15. I'd say we start with one of two things.

    A) Download Mid's and make a build that you'd like to start from, then post it here, and ask for tweaks for the sake of farming etc.
    http://www.cohplanner.com/

    B) Share more about what you have in mind for farming. What you plan to farm, if you plan to do it alone, what the difficulty settings will look like.

    For a Crab, on something like -1 x 7, just getting your pets at or near perma is enough to walk through some farms. As you get towards +4 x anything, personal survivability I think becomes more the issue.

    I have a build I use to farm occasionally (though I much prefer Ouroboros to farms) that consists of all the ranged Assault Rifle attacks, the pets, the Scorpion AoE immobilize, and capped ranged defense. I hold down the nemesis and then we just go to town on them. It's not terribly fast, but it's pretty safe.

    If you have something else in mind, like more melee, or permanent pets then some attacks could be left out in exchange for recharge.


    I don't know anything about PvP, but I imagine similiar questions arise in regards to what you want to do. I think the standards on travel powers and DPA on attacks are a little more defined for people who PvP a lot though...
  16. Gilia

    Taunt. Why not?

    Quote:
    Originally Posted by FireWyvern View Post
    And some blasters are capable of overaggroing even the tanks with taunt. =P
    Aggro is dertermined by a lot of things: AT threat modifier, who aggroed it first, the damage you do, the mezz you do, how close you are and the different taunt effect.

    Generalizing it as "taunt always work" isn't true.
    http://paragonwiki.com/wiki/Threat

    Attacking first just means you have the threat first, it isn't relevant once other players are "noticed." Plus, Taunt is by far the biggest modifier (presumably, we don't technically know what debuff offers). If a Tanker is being out aggroed by a Blaster, his taunt probably just didn't hit the Blaster's targets. It's more a statement about Taunt's 5 target max than anything else.

    Quote:
    Originally Posted by FireWyvern View Post
    As for auras + taunt works better then just auras. That's true. But it can be said about a lot of things. A regen or WP scrapper can become more survivable if he take aid self. But they don't necessarily need it. Specialy not when they have to trade something for it.
    Actually, taking the auras and not taunt is more like taking Aid Self and not your set self heal, at least if you intend to use the aura for holding aggro. It's the not-as-good option.

    Quote:
    Originally Posted by FireWyvern View Post
    And if the exemple doesn't work cause "surviving" is the secondary job of scrappers. Why don't all scrappers take assault, tactics and hasten? It helps there primary, and apparently it's doesn't matter what they sacrifice for that.
    Why do debates like this have to shoot off in these random irrelevant directions?
    Surviving is part of doing damage in this game. So yeah, it "matters what they sacrifice" because they won't be doing damage if they're face planted. Tankers who opt to do a little bit more damage in exchange for the ability to tank well? That's a "sacrifice" that matters, because what they lose is better than what they gain.

    This irrelevancy is compounded by the fact that you are citing a lot of power pools. Power pools are available to everyone. You can't make the argument that Scrapper's leadership numbers are as important to fulfilling their role as a Tanker's ability to hold aggro... if you did, you would be claiming all character should have Leadership (either Manuevers for survivability or tactics/assault for damage). Moreover, the restrictions of power pools (limited to 4) and number of power picks it can take (like it takes 2 power picks if you want Aid Self) AND their relatively lower numbers to primary/secondary sets makes them less preferable, and more importantly, totally irrelevant to the Taunt debate. You might as well ask if the SoA should take TT:Manuevers or Leadership:Manuevers, it's almost that silly of a question.
  17. Gilia

    Taunt. Why not?

    Quote:
    Originally Posted by FireWyvern View Post
    Tauntless tanker, or AS-less stalker can enter a team an greatly improve it. They won't if you can only play the tanker-healer-DPS trinity. If they entered my team, they be helping me, so why aren't they helping you? Because they don't play like you do.

    SO for you, there build is not team appropirate, but that's entirely subjective.
    Strawman much? I was intentionally vague in saying I expect them to help and make the team better. It has nothing to do with tanker-healer-DPS and it has nothing to do with playing the way I do. Again, I can't believe we have to be so explicit about such common sense material.

    My "preferred team layout" is actually delineated by which ATs I will /search for in what order. I have ended up with teams of 8 blasters a number of times and never had a problem. You don't run into a lot of Blasters who have decided they don't really need to do damage though. Most of them build for what you'd expect, and the way they help is apparent.
  18. Gilia

    Taunt. Why not?

    Quote:
    Originally Posted by FireWyvern View Post
    For those who IO there characters and don't have the inf to do it with the two builds, no matter what the second one looks like, it will always suck when compared to the IOed one. You might have taunt, but you'll be half as tough, have endurance problem and do a lot less damage. =P
    This is an incredibly specific set of circumstances. They have just enough influence for one build, they IO'd out early enough to make such a substantial difference that they are gimped when they change, and they somehow couldn't fit taunt into the first concept/build. This poor player... I'm glad he or she is in the minority!

    That wasn't the point anyway, clearly.

    Quote:
    Originally Posted by FireWyvern View Post
    I've seen it happen. Dark/dark stalker that played like a brute. And she was still better then 90% of the people i've seen in this game. Could she have been better with AS? Probably. But in a game where the balance is based on SOs, i don't see any reason to not accept someone like this, unless i plain refuse anyone without a fully IOed build on my team.
    Someone in the top 10% took the time to IO out a character then intentionally gimped it? Wow. That's saying something about us as a whole. I'm exaggerating of course, I can imagine circumstances where this would be all right.

    The game being balanced to SOs isn't terribly relevant to most people playing with IOs. I mean, do you ever play at +0 x1? Like after level 10 perhaps? I balance the game to my build and/or team.

    My point about Stalkers w/o Assassin Strike was that there is no other keystone powers debated like Taunt is. The reason, I believe, is Taunt only helps the team (for Tankers)... those other powers help the player.

    Quote:
    Originally Posted by FireWyvern View Post
    Same question could be asked to you. Why team if you want everyone to play exactly your way? Wouldn't you be better playing MMs solo or dual(or more) boxing?
    That's not the question at all. Everyone's goal should be upon entering a team to somehow better that team. The capabilities of the team should increase. Therefore, the best of the players' skills, resources, and brains should be used every. single. time. I don't care if someone plays totally differently than I do. What I do care about is if they intend to team with me, that they intend to actually help me. Along the same lines as the aforementioned two builds, as I believe you suggested, the IO build should come out, even if the power choices are less appropriate. Probably, anyway. Why? Because that's what best serves the team.

    If I had a build that was clearly not team appropriate, yes you can ask that question, and no I probably would not team. If I had a build that was clearly not for soloing, I probably would not solo. I can't believe this sort of thing needs to be explicit.

    Anyone who intentionally gimps their build then intends to team with it is essentially leeching.

    As I said, I always give Tankers a chance to prove they are capable before assuming they are not for a lack of taunt. The problem is (on Champion, mind you, Tanker Tuesdays and all) this is extremely (yes extremely) rare. Like I would put it at about 1 in 10. It is so low that on PUG teams that I'm not leading, I see Tankers getting kicked for lacking taunt regularly.

    Now, if a Scranker or conceptually built Tanker can act in such a way that the team is better for having him or her, then that's fantastic. The problem with all this broad stroke in theory talk that happens in these debates, from my perspective, is the inability to differentiate subjective for objective impressions. The people playing that way think they are helping no matter what. After all, they are still Tankers, they are probably still standing after everyone else has died. What they don't realize is the Tanker who left for real life last mission never let anyone die. That guy didn't have any IOs and was 10 levels lower too. Boy, it's a shame that I'm not describing rare circumstances. Soooo many teammates we'd be better without because of what was it... concept builds? Hmmm...
  19. I. Love. This. Idea.

    I love Ice Control and I love Sonic Resonance. They probably don't go together so well, but I still really love it.

    I would take Chillbain over Frostbite, because the -kb on Frostbite is counter productive to Ice Patch, which in combination with Arctic Air is your best damage mitigation.

    I'm preeetty sure you don't need Shiver and Arctic Air. Unless what you're fighting resists slows really well, Arctic Air and an attack should bottom out their recharge.

    Statistically, over time a third EndMod in Stamina is better than the proc. I usually opt for 3 EndMods and then the proc.


    What I think would work really well about this build is that Ice and Sonic are both very calm sets. I don't know how else to put that briefly, but because they are so toggle heavy, and sonic buffs and ice patch both come before the frenzy, you are really going to be free to spot hold, spot siphon, and spot clarity. If you switch to Chillbain you could also be catching any run aways. It might get kind of boring, though. You might consider using a second build (or having this as post-respec) and taking some power pool attack(s) (like, instead of Shiver) to give you some more to do until you become all tricked out. Maybe even Aid Other, but I find that doesn't work well with Arctic Air -- when you get hit becomes so random that it's hard to plan when to use Medicine.

    I am a few bubbles away from hitting 50 on an Ice Control Controller or I'd seriously consider stealing your idea here.
  20. Gilia

    Taunt. Why not?

    Quote:
    Originally Posted by Commando View Post
    I am old school and still a firm believer that taunt on a tank makes him/her better. Blasters, high dmg, heavy AoE, and other effects can and will overcome agro auras like icicles, invincibility, and mud pots, to name a few. Taunt, the power does a better job of gaining and retaining aggro AND if cases, when a heavy dmg blaster is doing an excellent job of drawing aggro because he/she is pwning face, then I am glad to have "Taunt", press it, and draw that group of runaways back to me and away from squishies.

    I don't even bother with the arguments that this or that aura or effect does a great job of aggroing. The way I see it, whatever you can do to gain and hold aggro, which does not involve using "Taunt", you can do better by having 'Taunt' and using it along with it.

    Pulling from a distance with Taunt is also tactically more sound to do in some situations.

    My two cents.

    Have fun.
    I agree with this sentiment completely.

    In regard to the OP, with the availability of dual builds, there's really no good "why not" for taunt.

    People go back and forth on this all the time, like they are here, but my MO is more practical than theoretical. If I invite a Tanker to a PUG team and they don't have taunt, I give them a mission or two to prove they can hold aggro without or do some serious damage. If they fail, I find another tanker. That doesn't usually mean kicking the first, but I will be very vocal with the second about how it is his/her job to hold aggro, not the first one's.

    As far as my running crew, none of us will build a tanker or brute without taunt. At worst, it gets pushed back a bit. There's simply no good reason to drop it outside of concept. You don't see any Stalkers dropping Assassin Strike or Placate for "concept" though.

    More power to Tankers who don't take taunt, but at that point the question for me is "why team?" More importantly, "why would I want you on my team?"
  21. There's certainly nothing wrong with it.

    I prefer Call to Arms in Spiderlings. Then you get two proc auras with manuevers and the spiderlings are out almost all the time. Because it has a 6.25% recharge on it, then I'd put Thunderstrike into Channelgun, to make up some of the defense and not overdo the 6.25% recharge bonuses.

    I'm pretty sure statistically you're better off with a third EndMod in Stamina than the Performance Shifter proc. Granted, the proc will randomly be way better, over time it's not as good.

    I'd probably take Guardian over Bile Spray cause you have such a healthy amount of recharge that that's probably more attacks than you could use.

    Again though, nothing wrong with. Just some thoughts.
  22. Gilia

    Dual Pistols

    Perhaps I'm not reading this right. A level Tier 4 power rivals the DPA of a Tier 8, but the DPS is cut in half cause of recharge?

    Where's the problem exactly?

    And of course there's no Aim. Blast sets with 4 crashless AoEs don't have Aim.

    I think people sometimes forget that the devs are balancing sets, not just individual powers. Most cone attacks do ~2x the targeted AoE attacks in their set, with a much larger potential coverage area... yet Full Auto only does 3/4ths what Rain of Arrows does. That's on top of Archery getting Aim. Why's that you say? Because Assault Rifle has the most AoE out of the box.

    All that said, I'd be much more surprised if Rain of Bullets had a 60 second recharge, honestly.
  23. This may or not be helpful for anyone else, but it's what I do.

    "Gunhilda" is my female crab soldier. I *hate* the crab (or crab/bane maybe?) costume for females. I think it looks top heavy and clunky.

    I have the Science Booster pack, so I can switch gender from costume to costume.

    For her first costume slot, I did a male crab and just reduced all the proportions, so it looks like the same build as the female costumes, but with some armor over it.

    It looks much much better to me.

    It's also kind of funny going between the growling male taunt to the "ah ha!" female one.
  24. Quote:
    Originally Posted by Mind_Over_Matter View Post
    Is the ToHit Debuff really unresistable? Is it possible that it truly is autohit in PvE at least? And if so, are people *overwhelming* undervaluing the potential of a relatively fast-recharging, fast-activating, unresistable ToHit Debuff? Is Better Off Ted yet another comedic joy gone too soon from this world? Any thoughts out there?
    Yes, yes,yes!

    It does auto-hit. At least, when you use it, the hit rolls channel doesn't display any rolls, but the combat channel says the effect went off.

    Combined with Maneuvers and Mind Link, it's a worthwhile debuff.

    I'm not positive that it's unresistable, but I don't have anything off hand to test that on. Is there any mobs that are renowned for resisting tohit debuffs?
  25. I'm assuming you mean Arctic Breath from the Leviathan PPP. I do not know what your experience has been, but I personally get sick of jumping in and out of the mix to maximize ranged cones and PBAoEs on melee characters. For that reason, I think Arctic Breath would be better suited for a Fort who has Dart Burst, Psy Scream, and Psy Tornado or something to that effect. Blasting AoE style. That's all personal taste, of course. A chip in AB's favor is the -def.

    But I digress. I think Shatter Armor is a better choice. It's a great compliment to follow up, and as you say it would come in handy against AVs, and other large targets. More over, I think the power choices in Mace Mastery are more diverse, so you can cover other situations should you choose. The -recharge on Web Envelope is only -20%, but it'd still be worth firing off at said large targets. Disrupter Blast could make up some of the AoE you were considering, though it's not as good as the options in Leviatian.