Kioshi

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  1. Quote:
    Originally Posted by Kotchie View Post
    I have a high recharge Dual Pistol/Energy Manipulation Blaster. Its a beautiful thing.
    Quote:
    Originally Posted by ShadowMoka View Post
    ^This

    People say DP sucks, but once you IO it, it's a damn MONSTER of a blaster. Mine solos +2/x8 (Almost any VG) without a problem.


    P.S. Go redside for patron pools and grab soul mastery. SO worth it!
    Since you guys seemed to have played DP extensively I might as well ask for some advice because I'm liking my DP/Dark Corr so much.

    Did you guys skip any attacks? I don't like Empty Clips (feels like I'm tickling mobs, on my deleted DP/Fire Blaster same thing) and I didn't take Piercing Rounds, but I'm thinking about keeping the cone because it accepts the -res proc.
  2. Kioshi

    Stacking holds

    Quote:
    Originally Posted by Call Me Awesome View Post
    There's a handful of holds that are MAG 4 and 1 shot hold a Boss, Stone Melee's Seismic Smash and Super Strength's Knock out Blow come to mind there... and of course Controllers have a chance for a critical hold that boosts their hold to MAG 4.

    Bottom line is that any character with two different hold powers can indeed hold a Boss with a one-two attack. I've gotten a lot of mileage out of that on many squishy characters.
    KO Blow is mag 3.

    I think Seismic Smash is the only mag 4 hold, at least I can't remember any other except special cases (domination, time's hold when used with the tier 1, controller critical). The only mag 4 hard control I can remember is old Total Focus (Mesmerize sleeps bosses and is mag 3.5 but not a hard control), I may be wrong tho. Ok Noxious Gas for MMs has a 1-trillion mag hold for 4 seconds but the power takes almost as long as a nuke to recharge.

    Edit: found another mag 4 control, Fortunata Scramble Thoughts - the crappy stun because it has a 3 seconds cast time (I knew Fortunatas had something, I thought their Dominate was mag 4, but according to Mid's it's 3).
  3. Plus Brute /Elec has a taunt aura and if you're into godmodes (I like them), Power Surge is much better on a Brute.
  4. DA can get to almost 80% psi resist on a Tanker (more if you overslot like 4-5 res IOs/SOs), that good enough for ya?

    Also: permanent Toxic Resistance, mez auras. Not to mention other perks other armors have like end drain protection, stealth, +perception, self heal, its weakness is end management (on SOs) and lowish energy resistance, seems fair to me.

    I just think CoF should have its accuracy raised to normal.
  5. BA is right, I have a SS/Fire with 30%ish fire def so I'm good to go, ambush or caves, with one small purple active, 54s drop a lot of medium insps too btw. The rest I use a bind to convert to reds, and when I'm too lazy to convert or worry about defense I just use whatever I get mashing f1-f5 and I'm always at like 60-80% def (I know, way more than I need).

    Whether it's ambushes or caves, insps rain from the sky since you'll be at the aggro cap if you're doing it right. On an ambush map converting reds you can cap in like 1:30 minute, maybe 2, don't remember but I used to cap in the middle of the second ambush and before the first Rage crash, if I finished the second ambush I'd actually cap it before the glowie. That was after the rez nerf but I doubt it'll take more than two ambushes now with the xp nerf since unlike lowbie farms you don't need to kill many 54s to get the number to cap when you click the glowie.
  6. Quote:
    Originally Posted by Grey Pilgrim View Post
    I love that comment thread "people know we are going to be nickeled and dimed with Freedom, but they're complaining about that here." There's a difference between putting things out for a decent value, and just bad implementation. That's what I'd call this... even with the early adoption incentive, it's still not that great of implementation. I've been okay with the other powersets and even separate costume packs, but a costume pack solely focused on weapons for a new set is just... blech.

    I could get behind a pack solely focused on weapon sets (so more than just TW), but just one... yeah.
    Hmm weird thing is, I'm short on points and have alts, a lil burnout, Skyrim, etc, so I planned to wait.

    But the weapon pack is, for now at least, separate and free, so I 'bought' it (and cannot buy it again, like I cannot buy the free badge I already have). I wonder if I'll have the extra weapons if I wait 1 month or two to get the powerset...
  7. Quote:
    Originally Posted by BrandX View Post
    Time/Fire Defender!

    +Defense to the Melees
    Debuffs for the enemies
    Control for the Hami Raids (Time Stop!)

    I might also suggest Ice/Time Corr, to add another hold.
    Ice/Time is soooo good, tons of slows and holds.

    For a Blaster... A Dark/Mental can be VERY survivable with an early cone attack chain, a self heal (Life Drain) and a +regen/+recovery plus -regen/-recov debuff in Drain Psyche.
  8. Quote:
    Originally Posted by Mega_Jamie View Post
    So, its in the store now.

    The weapon Pack is free.
    Hmmm I 'bought' the pack since it's free but not sure I'll buy TW now or wait for my points since I have to many alts to level and well, Skyrim .

    Since I can't buy it again (like the free badge) I wonder if I'll get the weapons in case I wait?
  9. Doesn't hurt to ask: do you have enough endredux in your ST blasts? Since you mentioned tough bosses and attacks are what drain the most endurance on any toon, especially on a fast casting set like Ice blast, it may be a game changer. My Ice/Time corr was much better when i frankenslotted her for like 50% endred in each blast (ice bolt, ice blast, bitter ice blast).

    Anyway Siolfir is right you paired two very heavy end using powersets so you may struggle even if you already did that.
  10. Quote:
    Originally Posted by StrykerX View Post
    Oh, /Traps works very well too. You have to be a Corruptor, but since DP is better on Corruptors than Blasters anyway that's not a problem...

    (Sorry, couldn't resist)
    I'm not usually a Blaster player but when I make one, I always go 'OMG lotsa damage' even in the lower levels. Not the case with DP (and previously Elec Blast). So I deleted my DP/Fire and made a DP/Dark corr, I love her

    But for blasters, I think /MM could be the best at least before heavy IOing. Drain Psyche makes it much safer to use HoB and you get PSW too. Since I have a /MM blaster, my second choice if I rerolled the DP blaster (which I won't because I was disappointed with the damage) would be /Ice.
  11. I wouldn't recommend Illusion or Gravity for a first controller.

    Illusion because it is very different from the typical troller set (anyway you may like it, that may be only my personal preference because I like the usual control powerset setup), Gravity because it matures too late and many find it subpar, can be frustrating till level 32. A case could be made for Ice Control too, since it is a bit lacking in hard controls although I love the set.

    I like Pyro_Master's suggestions for Mind, Fire and Plant. Rad is a good secondary, Kin and Time are VERY active, and if you couple with an extremely active primary, like Mind, you may find the toon a bit tiresome (My mind/emp is a multitasking nightmare but my first 50 and the toon I liked the most playing - of course not the best soloer). I find that for active toons like my Mind/Emp and my Fire/Kin I end up with a lot of keybinds, unlike my scrappers/brutes where I usually bind only the clickies (like self heals, BU-type powers, on a /kin you'll be clicking some powers way more often than the armor sets).

    Mind and Plant mature kinda early, with Mind having a good ST attack chain and Plant getting a great immob and an early confuse power.

    Also, Cold Domination, while awesome, takes forever for you to get debuffs and powers that help you.

    Earth is also a great control set, arguably the king of hard controls, but it's low damaging compared to Plant and Fire (Mind has good ST damage but when you team you'll have difficulties to set up AoE containment since there's no immob, by the time you use mass hypnosis and terrify/epic AoE the rest of the team will have woken up the mobs and you lose the containment bonus.

    The newish Elec control is very good too, also low damage till pets. For a solid toon since the early levels with decent AoE damage (for a controller) I think I'd pick Plant or Fire paired with Rad or maybe Kin if you like being extra active. Time is also good but I don't feel it's as good as these other two on SOs.
  12. Quote:
    Originally Posted by JayboH View Post
    Yeah I just fired up a very old character with EM/EL and Energize's recharge seems slower than it should be for a set that has zero defense, even when running fully slotted Tough. The character is only level 40 with vanilla IOs so maybe I am missing something.
    Maybe you aren't. I consider my SM/Elec Brute my toughest non-decked out toon but she was tanking SFs at SO level mostly because of Fault, plus the KDs/Holds from seismic and the mallets helped. It was also never a problem to fire up Aid Self because of that, my only struggle was with endurance till power sink.

    I like elec armor a lot, and I have a db/elec scrapper at 32 but she only teamed and usually with buffers so I can't say if she's really tough (very fun toon tho).

    EM/ELA was kinda FOTM for Brutes but that was before the EM nerfs and all the AoE centric content (imo, since the ITF, tons like my EM/Nin Stalker kinda started to be less beneficial to a team because most content after the itf and the new difficulty options favoured AoE).

    But anyway after IOs (like, 40-50% global rech, easy to get since you have L. Reflexes) Energize should be enough.
  13. Kioshi

    Stacking holds

    You can stack and enhance (only duration, not mag) any hold, all of the blaster ones are mag 3 afaik. So two holds are mag 6, enough to hold a boss (mesmerize from mind control sleeps bosses and it's a mag 3.5 sleep, seismic smash from stone melee is a mag 4 hold so it holds bosses by itself).

    Dunno how much you need to hold an EB.

    On an ice/ice blaster you can get freeze ray, bitter freeze ray and frezing touch and they stack to a mag 9 hold (or 12 if you get an epic hold too). The mags from any hold can only be enhanced individually if the lockdown proc hits.
  14. I can't believe some people are defending stalker snipes when even the blast set ones without the not-so-horrid activation time are considered subpar.
  15. I had it on my SM/Elec Brute and don't need it anymore (she's close to 50 but frankenslotted so no defenses, 40%ish global recharge counting L.Reflexes, so not exactly a top build).

    The thing is, SM is very good at mitigation and Energize recharges slowish. So in the case of my Brute the mitigation may play a bigger part than say, a Fire Melee/ELA Brute.
  16. Quote:
    Originally Posted by Tannim222 View Post
    The slows aren't necessary for FR, particularly with Roots available. I'd make sure you have FR up as often as possible.

    The reason I say move the proc over to Tornado is that when you have largets pinned down, or more particularly one tough target like an AV or GM, Tornado does a lot of damage. It hits often so I has a high chance of firing the proc.

    Having that high damage pet also debuff its target is good synergy.

    I just rolled at Plant / Storm as well. My first Plant character so that part is new to me. I love the character, its been by far the most fun I've had on a low level Controller that I've had.

    I'm pretty leary about going full out on planning IO sets, but if the fun only builds with levels, I may end up fleshing the character out more. I already figured on recharge and endurance being the two main parts of the build I'd have to worry about, not sure if defense is a major consideration though.
    Quote:
    Originally Posted by Tater Todd View Post
    Hrmm, I would imagine that you would have a greater chance for achill to proc in tornado since it tics just like poison trap. I think it ultimately depends on how you use tornado. I agree with you about the slows in FR, Swap the slows out, you have enough slows already and you and twoey will be spamming roots anyway
    Thanks. I put slows in FR due to Silas' support guide, but he focuses on corrs and after playing I realized they aren't necessary with roots.

    Tannim I'm having a lot of fun for a lowbie troller too. I don't think defense is a must, but since I was able to cram a bit and having good recharge, I think I'll stick with that build. But since it's so end intensive I suppose I'll start frankenslotting at level 27. And tbh I never liked Spirit Tree or Triage Beacon (which is the same power) but I'll try to play more with it on this one to see how much it can help full teams when I get SOs, on my plant/thorns dom I needed aid self but at the time Doms' damage sucked outside of domination (reason I deleted her) but anyway, after SOs when you get Seeds every mob Plant Control makes you very safe.
  17. Quote:
    Originally Posted by Tannim222 View Post
    You may want to consider moving something around to get a 5th slot into Tornado which also takes an achilles heal proc. In fact, I'd take it off Twoey and put in on 'nado.

    Don't forget that ontop of your defense you have a hefty to-hit debuff in Hurricane, which if you can manage to keep the really important nasty mobs at it's edge, and locked down (or kept into a corner), it'll act as defense too.
    Is it better on Tornado? Never had the power. I don't think I need more than 2 achilles (I have another in FR), so I may move if it's better than on FlyTrap (she has the cone thorns attack so I thought she'd be better for the proc).

    I'm thinking about trading the slows on FR for recharge IOs (since I have snow storm and roots guess I'd better make FR ble to double stack) and finding a slot to add another damage proc in roots.
  18. Didn't see Valuur's, but tried to make a build based on my db/elec scrapper. I love Power Surge but only on my brute, on a scrapper not so much because of the 75% resist cap. Tried to go for s/l def, some energy and a lil ranged, besides regen and hp, plus close to permahasten, with tactics and 70% acc bonuses you'll be fine.

    I don't like that I didn't cap damage on two attacks I only used 4 kin combats tho.

    Won't break the bank either except for the KCs.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Street Justice
    Secondary Power Set: Electric Armor
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Heavy Blow -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Dmg/Rchg(5)
    Level 1: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(5), RctvArm-ResDam/EndRdx/Rchg(7), RctvArm-ResDam(7)
    Level 2: Sweeping Cross -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(9), Armgdn-Acc/Rchg(9), Armgdn-Dmg/EndRdx(11), Armgdn-Dam%(11)
    Level 4: Conductive Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(13), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam(15)
    Level 6: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(15), Erad-Dmg/Rchg(17), M'Strk-Acc/Dmg/EndRdx(17)
    Level 8: Rib Cracker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(21)
    Level 10: Static Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(23)
    Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 14: Boxing -- Empty(A)
    Level 16: Grounded -- S'fstPrt-ResDam/Def+(A)
    Level 18: Spinning Strike -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(25), Ragnrk-Acc/Rchg(25), Ragnrk-Dmg/EndRdx(27), Ragnrk-Knock%(27)
    Level 20: Energize -- Dct'dW-Heal(A), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(29), Dct'dW-Heal/EndRdx/Rchg(31), Dct'dW-Rchg(31)
    Level 22: Combat Readiness -- AdjTgt-ToHit/Rchg(A), AdjTgt-EndRdx/Rchg(31), AdjTgt-Rchg(33)
    Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(33), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(34)
    Level 26: Shin Breaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Dmg/EndRdx/Rchg(36), Mako-Acc/Dmg/EndRdx/Rchg(36), Achilles-ResDeb%(36)
    Level 28: Lightning Reflexes -- Run-I(A)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 32: Crushing Uppercut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(39)
    Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), Efficacy-EndMod/Rchg(40), Efficacy-EndMod/Acc/Rchg(40)
    Level 38: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(40), LkGmblr-Def(42), LkGmblr-Rchg+(42)
    Level 41: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(42), LkGmblr-Def(43), LkGmblr-Rchg+(43)
    Level 44: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-Pcptn(45), GSFC-ToHit/EndRdx(45), GSFC-ToHit/Rchg/EndRdx(46), GSFC-Rchg/EndRdx(46)
    Level 47: Dark Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg(48), Thundr-Dmg/Rchg(48), Thundr-Dmg/EndRdx(48)
    Level 49: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(50), LkGmblr-Def/EndRdx/Rchg(50), HO:Membr(50)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(46)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(43), P'Shift-End%(45)
    Level 1: Brawl -- Empty(A)
    Level 1: Critical Hit
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 1: Combo Level 1
    Level 1: Combo Level 2
    Level 1: Combo Level 3
    ------------
    Set Bonus Totals:
    • 2% DamageBuff(Smashing)
    • 2% DamageBuff(Lethal)
    • 2% DamageBuff(Fire)
    • 2% DamageBuff(Cold)
    • 2% DamageBuff(Energy)
    • 2% DamageBuff(Negative)
    • 2% DamageBuff(Toxic)
    • 2% DamageBuff(Psionic)
    • 21.13% Defense(Smashing)
    • 21.13% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 13.63% Defense(Energy)
    • 13.63% Defense(Negative)
    • 3% Defense(Psionic)
    • 12.06% Defense(Melee)
    • 8.31% Defense(Ranged)
    • 3% Defense(AoE)
    • 1.8% Max End
    • 4% Enhancement(Heal)
    • 65% Enhancement(RechargeTime)
    • 70% Enhancement(Accuracy)
    • 10% FlySpeed
    • 170.7 HP (12.75%) HitPoints
    • 10% JumpHeight
    • 10% JumpSpeed
    • MezResist(Immobilize) 12.65%
    • MezResist(Terrorized) 2.2%
    • 20% Perception
    • 14% (0.23 End/sec) Recovery
    • 42% (2.34 HP/sec) Regeneration
    • 8.82% Resistance(Fire)
    • 8.82% Resistance(Cold)
    • 1.26% Resistance(Energy)
    • 1.26% Resistance(Negative)
    • 10% RunSpeed




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  19. Quote:
    Originally Posted by JayboH View Post
    That still doesn't nullify what I said at all, since I never said anything about Titan Weapons being slower.
    You implied it's a corpse blasting set by 'have you seem TW without momentum' - when your hard hitter is just as slow as KO blow it's not a big problem like in EM.

    Quote:
    Originally Posted by Hopeling View Post
    Have you played Titan Weapons on a large, steamrolling team yet? I have. Corpse blasting didn't seem any more common that it is with most already-existing power sets.
    This. I played trials with mine, even if you corpse blast with your first attack, you're gonna hit quickly with the others, especially with so much AoE and the Footstomp clone requiring momentum.

    It's silly to even mention TW when mentioning corpse blasting. Even without momentum it's unlikely you'll hit 10 dead mobs with say, arc of destruction, a 120 degree cone (and the slowest power at 2.50, still faster than ET). Most of EM's corpse blasting occurs with the 2 slow hard hitters with their big cast times.
  20. Yeah ask in the PvP forums, but fwiw, this build is terrible on many levels even for PvE, besides costing over 9000 billion.
  21. Quote:
    Originally Posted by Starry Night View Post
    Not just gaming, anything! I want to love the Magic Mouse and its touch-sensitive surface, but I have the same problem you do. My hand cramps us really fast using one of those.

    I use an old wired Mighty Mouse. In one-button mode (right-click disabled), too, if you can believe that.
    Yeah you're right.

    While I love all the Lion gestures (I have small hands, so I do fine with the magic mouse as a trackpad and bettertouchtool is a freeware that enables you to use a lot more gestures), after some time, even just surfing the web, my fingertips start to hurt because of the mouse's hard surface. My hand does not cramp but the fingers really start to hurt after about 2 hours.

    I wasn't sure it was the mouse but I rebooted into win7 to play a bit and haven't bothered to go back to Lion in 1 week, and using my MS ergonomic mouse, no fingertip hurting. I want to test the magic trackpad because I love Lion's gestures but I always hated notebook trackpads and Apple stuff is expensive in my country (trackpad is about 150 USD) so I'm on the fence about getting one.
  22. Quote:
    Originally Posted by JayboH View Post
    Wait until you see non-momentum Titan Weapons.
    Er, no.

    These numbers are before the power name changes, but the cast times haven't changed afaik:

    Defensive Sweep: 2.20s
    Crushing Blow: 2.00s
    Follow Through: 1.00s (requires Momentum)
    Sweeping Strike: 2.43s
    Shatter Armor: 2.30s
    Whirling Smash: 1.00s (requires Momentum)
    Arc of Destruction: 2.50s

    So the slowest non momentum attack (the tier 9, a huge damaging cone) is still faster than ET (2.67) and much faster than TF (3.3). Plus with TW you'll have momentum after you hit the BU equivalent or any other attack except for the two that require momentum. So most of your attacks will have a 1ish sec cast time.

    The big ST hitter (Shatter Armor, which had the name changed but I don't remember the new one) has about the same cast time as KO Blow outside momentum.
  23. Quote:
    Originally Posted by Jibikao View Post
    Dark Blast has become my most favorite blaster set! Dark Blast has like everything you need. Hold, knock back, tohit debuff, heal and decent damage and decent range.

    I am leveling a Dark/Mental (Vampire theme from True Blood) but Dark/Energy sounds like another excellent combo because of power boost.

    I am pretty sure power boost affects Tohit Debuff right?
    Yup it affects tohit.

    My Dark/Mental is a witch, she's redside. I started loving her when I had 3 cones at level 12 - and the hold is great, low cast time, almost the same damage as life drain and only in 3 ticks, so doesn't take forever like the tier 1 immobs - I'm liking it way more than Dark Blast on a Corr.
  24. EM is kinda sad nowadays.

    KM outshines it in every way on a Stalker, with a 100% AoE crit from Hide and CS refreshing BU and doing close to the damage of ET (plus damage debuffing, stuns all over, KD on KM's attacks). And it has a ranged attack.

    Stone Melee has a mag 4 hold on Seismic Smash (with a very short cast time unlike Total Focus, which btw does the same damage but now it's a mag 3 stun) and Tremor does the same damage as Whirling Hands on a Tanker/Brute, with the same recharge, reliable KD and a BIG radius, and even Tremor is considered 'meh' - and it only costs a little more endurance than WH.