Madadh

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  1. Quote:
    Originally Posted by Rodion View Post
    Soloing an AV is a lonely and tedious task. .

    Not to pile onto what others have pointed out, but I also find this time frame.... weird. I have a rad/rad def build for team support. She's great at team support, but not what you'd expect from a GM/AV soloer.. With a few inspires she can solo a lot of avs in 20 or less,and that's not her focus.. Not the scary tough ones, mind, but still.

    All that said, I totally salute your dedication to GM destruction if you stick with it for over 30 minutes or more than once and come out with a win!! Not only can you kill GMs but you are tougher than I am.
  2. Quote:
    Originally Posted by Negate View Post
    Fire/Traps, DP/Traps, Ice/Cold, Fire/Cold, Archery/Traps, Archery/Dark. You can Solo with /Rad as well but I would get a bud to PL you to 32 to be honest. Out my list the one that can put the hurt on mobs AND AV's the most is Dp/Traps and Ice/Cold...but I haven't seen much of what Ice/Cold can't do.

    Slightly off topic, but, as you brought the combo up.... Is Ice/Cold that good? I know it's strong, but... Does that hold true for the defender Cold/Ice? Do you know? Feel free to PM me as opposed to threadjacking all the way to Acheron and back.
  3. Quote:
    Originally Posted by tektronics View Post
    I have both veng and mutation on my GM soloing build because I like to team as well, it is feasible. Also from my experience getting held is a tad annoying and having to retoggle EF and RI is also annoying, the time held is reduced thanks to AM, in my build I couldn't justify taking acrobatics for a mere 2 mag hold protection.

    I agree that assault would help with dmg, i think mine runs a roughly 70ish percent dmg increase with assault + am + vig
    Didn't say it wasn't feasible to keep, just that I'd be tempted not to, because if you're soloing an AV, both Veng and Mutation are dead weight powers, except as mules for IOs. You can't res pets or AIallies, and I dont' think you can Veng off of them, either, but that I wouldn't swear to, since now that I think about it, I've never tried. I'd recommend having a team build and a soloing build, but yes, if you want a team build that can solo the tough stuff, it can still be done, it's just a little harder.
  4. Nope, mostly looks good. I'll be honest, with a Glad Armor and a Ragnarok set in the build, I can't imagine the price difference between T-Strike and PotT being a problem, and if that's not, I can't see why you wouldn't want to pick up the extra Ranged Def and recovery set bonus that T-Strike offers, especially since it'll also allow you to stack the -speed a lot faster, as the t-strike set also has more base recharge... But, I do some stuff in builds of mine that make others shake their heads, so I can't give ya too much grief, even were I so inclined. ...That said, it won't make a huge difference, except in the damage department, and if you don't plan on this build doing damage except with a FSed Blizzrard, well, that is a very nice amount of damage right there.

    I'd say then, the only thing really that can be done, without making big changes, is really minor tweaks. And, if you are mainly looking for minor tweaks for more def, I don't really see any place obvious where you can pick up any.

    I would suggest that you swap out the Scirocco's in Soul Transfer for a strait Recharge IO, or a Damage/Recharge, maybe the Absolute Amazement Stun/Recharge, a Heal/Recharge, or even a End Mod/Recharge over the Acc/Recharge that's currently in it. I'm almost 100% certain that Soul Transfer is an auto hit, and if so, the Acc is a waste there.

    I might also consider adding in the Winter's Gift Global IO into Inertial Reduction, as it really seems to make a difference to me, but your mileage my vary on that.

    I might be tempted to slot Transfusion a little different, to see if I could tweak a little more recharge out of it at the cost of some accuracy, but again, with Spiritual, that's prolly a total time waster if you don't exempt with this build.
  5. Quote:
    Originally Posted by qliMtK View Post
    so take out shout and replace it with screech?
    any other tips?
    I think I'd be tempted to lose Veng and Mutation on a solo build, and add in Assault and Acrobatics. It might be hard to get rid of the LotG mule, tho, but I'd bet in the long run not getting held and the extra damage output would make it worthwhile.
  6. Doesn't look like you're anywhere close to capping for s/l so I'd lose the reactive armour sets in favour of Aegis... And in your single target ranged attacks I'd swap Thunderstrike. Sure, capped damage is capped damage when FS is up, but if you ever exempt below that level, some damage might be nice...

    Just by making those changes you gain 2% e/n, 8% f/c (which will really only come into play in melee anyhow), AOE def goes from 33% to 40%, and you gain some recovery, and some status protection, some psi Res, and you only lose s/l def from 24% down to 21.5%.



    That's just a quick once over, and I tried to keep things basically the same in most regards. Hope that helps..

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    wally slows def: Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Ice Blast
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Siphon Power -- Acc-I:50(A), RechRdx-I:50(48)
    Level 1: Ice Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
    Level 2: Transfusion -- Nictus-Acc/EndRdx/Heal/HP/Regen:50(A), Nictus-Acc/EndRdx/Rchg:50(13), Nictus-Heal:50(13), Dct'dW-Heal/Rchg:50(15), P'Shift-Acc/Rchg:50(15)
    Level 4: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(19), Thundr-Dmg/EndRdx/Rchg:50(19)
    Level 6: Siphon Speed -- P'ngTtl-Acc/Slow:50(A), RechRdx-I:50(17)
    Level 8: Hasten -- RechRdx-I:50(A), RechRdx-I:50(27)
    Level 10: Hover -- Zephyr-Travel:50(A), LkGmblr-Rchg+:50(25), Zephyr-Travel/EndRdx:30(43), Zephyr-ResKB:50(43)
    Level 12: Speed Boost -- EndMod-I:50(A)
    Level 14: Increase Density -- GA-3defTpProc:40(A), S'fstPrt-ResDam/Def+:30(46)
    Level 16: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21), Zephyr-ResKB:50(25)
    Level 18: Boxing -- Empty(A)
    Level 20: Ice Storm -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Rng/Slow:50(21), P'ngTtl--Rchg%:50(23), P'ngTtl-EndRdx/Rchg/Slow:50(23), P'ngTtl-Dmg/Slow:50(27), P'ngTtl-Acc/EndRdx:50(29)
    Level 22: Inertial Reduction -- Jump-I:50(A)
    Level 24: Maneuvers -- LkGmblr-Rchg+:50(A), HO:Enzym(31)
    Level 26: Transference -- P'Shift-EndMod:50(A), P'Shift-End%:50(29), P'Shift-EndMod/Rchg:50(33), P'Shift-EndMod/Acc/Rchg:50(33), P'Shift-Acc/Rchg:50(34), P'Shift-EndMod/Acc:50(34)
    Level 28: Bitter Ice Blast -- Thundr-Acc/Dmg:40(A), Thundr-Dmg/EndRdx/Rchg:50(31), Thundr-Dmg/EndRdx:40(36), Thundr-Dmg/Rchg:40(36), Thundr-Acc/Dmg/Rchg:40(36), Thundr-Acc/Dmg/EndRdx:40(37)
    Level 30: Tough -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(31), Aegis-ResDam/EndRdx/Rchg:40(34), Aegis-ResDam:40(37), Aegis-EndRdx/Rchg:40(39)
    Level 32: Fulcrum Shift -- Acc-I:50(A), RechRdx-I:50(33), RechRdx-I:50(37)
    Level 35: Freeze Ray -- Lock-Acc/Hold:50(A), Lock-%Hold:50(39), Lock-Acc/Rchg:50(40), Lock-Rchg/Hold:50(40), Lock-EndRdx/Rchg/Hold:50(40), Lock-Acc/EndRdx/Rchg/Hold:50(42)
    Level 38: Blizzard -- Ragnrk-Dmg/EndRdx:50(A), Ragnrk-Dmg/Rchg:50(39), Ragnrk-Acc/Dmg/Rchg:50(42), Ragnrk-Acc/Rchg:50(50), Ragnrk-Knock%:50(50)
    Level 41: Oppressive Gloom -- Stpfy-Acc/EndRdx:50(A), Stpfy-KB%:50(42), Stpfy-Stun/Rng:50(43), Stpfy-EndRdx/Stun:50(45), Stpfy-Acc/Stun/Rchg:50(45), Stpfy-Acc/Rchg:50(48)
    Level 44: Dark Embrace -- Aegis-ResDam/EndRdx:40(A), Aegis-ResDam/Rchg:40(45), Aegis-ResDam:40(46), Aegis-ResDam/EndRdx/Rchg:40(46), Aegis-Psi/Status:40(48)
    Level 47: Soul Transfer -- Sciroc-Acc/Rchg:50(A)
    Level 49: Weave -- LkGmblr-Rchg+:50(A), HO:Enzym(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(5)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), P'Shift-End%:50(3), P'Shift-EndMod:50(3)



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  7. Madadh

    Kin/Psi

    Just a quick throw together, and I aimed for something that should be in any budget. Without knowing any specifics you want to build toward, or how much you want to spend, it's hard to really build with anything particular in mind.

    It's not capped, but it's got a decent Ranged Def, and a decent AOE def. Good status protection for a Def. And it should be in most budgets.

    And it has most all the Kinetics goodies that most everyone wants, I only omitted Repel, which it seems is fairly standard.

    Hero Plan by Mids' Hero Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Natural Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Psychic Blast
    Power Pool: Leaping
    Power Pool: Fighting
    Power Pool: Leadership
    Ancillary Pool: Dark Mastery

    Hero Profile:
    Level 1: Transfusion -- Nictus-Acc/EndRdx/Rchg:50(A), Nictus-Acc/EndRdx/Heal/HP/Regen:50(3), Numna-Heal/Rchg:50(3), Numna-Heal/EndRdx/Rchg:50(5), Dct'dW-Heal/Rchg:50(5)
    Level 1: Mental Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Dmg/EndRdx/Rchg:50(11), Thundr-Acc/Dmg/EndRdx:50(11)
    Level 2: Siphon Power -- Acc-I:50(A), RechRdx-I:50(13)
    Level 4: Subdue -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(15), Thundr-Dmg/Rchg:50(15), Thundr-Acc/Dmg/Rchg:50(17), Thundr-Acc/Dmg/EndRdx:50(17), Thundr-Dmg/EndRdx/Rchg:50(19)
    Level 6: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), LkGmblr-Def/EndRdx:50(21)
    Level 8: Boxing -- Acc-I:50(A)
    Level 10: Siphon Speed -- TmpRdns-Acc/EndRdx:50(A), TmpRdns-Acc/Slow:50(13)
    Level 12: Speed Boost -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(23), P'Shift-EndMod/Acc:50(23), P'Shift-End%:50(25), Zephyr-ResKB:50(25), Zephyr-Travel/EndRdx:50(27)
    Level 14: Super Jump -- Zephyr-Travel/EndRdx:50(A), Zephyr-Travel:50(21)
    Level 16: Increase Density -- Aegis-Psi/Status:50(A), S'fstPrt-ResDam/Def+:30(27), Aegis-ResDam/EndRdx:50(33), Aegis-ResDam/Rchg:50(34), Aegis-ResDam/EndRdx/Rchg:50(34), Aegis-EndRdx/Rchg:50(34)
    Level 18: Inertial Reduction -- Winter-ResSlow:50(A)
    Level 20: Will Domination -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(37), Thundr-Dmg/Rchg:50(39), Thundr-Acc/Dmg/Rchg:50(39), Thundr-Acc/Dmg/EndRdx:50(39), Thundr-Dmg/EndRdx/Rchg:50(40)
    Level 22: Telekinetic Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(40), Thundr-Dmg/Rchg:50(40), Thundr-Acc/Dmg/Rchg:50(43), Thundr-Acc/Dmg/EndRdx:50(43), Thundr-Dmg/EndRdx/Rchg:50(45)
    Level 24: Tough -- Aegis-ResDam/EndRdx:50(A), Aegis-ResDam/Rchg:50(45), Aegis-EndRdx/Rchg:50(45), Aegis-ResDam/EndRdx/Rchg:50(46), Aegis-ResDam:50(50)
    Level 26: Acrobatics -- EndRdx-I:50(A)
    Level 28: Transference -- Efficacy-EndMod:50(A), Efficacy-EndMod/Rchg:50(29), Efficacy-EndMod/Acc/Rchg:50(29), Efficacy-Acc/Rchg:50(31), Efficacy-EndMod/Acc:50(31), Efficacy-EndMod/EndRdx:50(31)
    Level 30: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(48)
    Level 32: Fulcrum Shift -- RechRdx-I:50(A), RechRdx-I:50(33), Acc-I:50(33)
    Level 35: Scramble Thoughts -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(36), Stpfy-Acc/EndRdx:50(36), Stpfy-Stun/Rng:50(36), Stpfy-Acc/Stun/Rchg:50(37), Stpfy-KB%:50(37)
    Level 38: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(48), LkGmblr-Def/EndRdx/Rchg:50(50)
    Level 41: Oppressive Gloom -- Amaze-EndRdx/Stun:50(A), Amaze-Stun/Rchg:50(42), Amaze-Acc/Stun/Rchg:50(42), Amaze-Acc/Rchg:50(42), Amaze-Stun:50(43)
    Level 44: Dark Embrace -- ImpSkn-Status:30(A), ImpSkn-ResDam/EndRdx:30(48)
    Level 47: Soul Transfer -- RechRdx-I:50(A)
    Level 49: Assault -- EndRdx-I:50(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(46), Mrcl-Rcvry+:40(50)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(7)
    ------------
    Set Bonus Totals:
    • 2.5% DamageBuff(Smashing)
    • 2.5% DamageBuff(Lethal)
    • 2.5% DamageBuff(Fire)
    • 2.5% DamageBuff(Cold)
    • 2.5% DamageBuff(Energy)
    • 2.5% DamageBuff(Negative)
    • 2.5% DamageBuff(Toxic)
    • 2.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 12.38% Defense(Fire)
    • 12.38% Defense(Cold)
    • 20.81% Defense(Energy)
    • 20.81% Defense(Negative)
    • 3% Defense(Psionic)
    • 23.63% Defense(Ranged)
    • 12.38% Defense(AoE)
    • 43% Enhancement(Accuracy)
    • 3% Enhancement(Stun)
    • 43.75% Enhancement(RechargeTime)
    • 21% FlySpeed
    • 103.01 HP (10.13%) HitPoints
    • 21% JumpHeight
    • 21% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 7.5%
    • MezResist(Held) 7.5%
    • MezResist(Immobilize) 7.5%
    • MezResist(Sleep) 9.7%
    • MezResist(Stun) 7.5%
    • MezResist(Terrorized) 7.5%
    • 20% (0.334 End/sec) Recovery
    • 64% (2.717 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 3% Resistance(Psionic)
    • 31% RunSpeed
    • 5% XPDebtProtection
  8. Quote:
    Originally Posted by Starwinds View Post
    Thanks again for everyone's feedback!

    Leaning more towards a Fire/Dark now... The good AoE potential from fire was a big draw to me. Probably end up rolling him up this weekend sometime if I find time with doing the WTF multiple times (is there a better acronym for the Weekly Task Force?)
    The pairing of Fire Armor and Dark melee was a blast on a Brute, so no reason it can't perform well for ya on a tank. Good luck,and make sure to let us know how it goes for ya.
  9. I've loved my Ice/DM and my WP/DM. I've never paired it with Invul, but I know Invul pretty well and feel confident that it would also pair well. Fire would also be a blast, I'm fairly sure, though I paired them on a Brute, not a tank. Firsthand, I know nothing about stone, so I can't really comment there... And that leaves elec. I think that would be a fun combo, too. Heck, other than stone, on which topic I'm ignorant, I think any combo you choose will be a fun and enjoyable journey for your tanking experience.

    But, if you want the pure tank feel, I'd go Invul. Very tough, good taunt aura, and none of the damage or move speed penalties to worry about.

    If you want a more interesting choice, I'd go with Ice or Elec, both are rarer, and both have some interesting tricks, like a -end attack as a form of mitigation that set them apart from a lot of other sets. The choice between them is if you'd rather have a def based set, or a res based set. I can tell ya, I had some problems through the first 20-25 levels with Ice/Dark, but that was pre- Inherent Fitness. [As an aside, I'm gonna try to lobby that we institute an BC/AD or a BED/AED (before/after Enhancement Diversification) sorta rule on this. PIF (pre Inherent Fitness) and WIF (with Inherent Fitness) need to become standard time markers in this game.]

    If you want a combo that's more geared to attack first, I'd go Fire/Dark.
  10. Quote:
    Originally Posted by Rangle M. Down View Post
    All sets have to be balanced to SO builds. Even though a good portion of the players do use IOs, I believe a greater portion of the player base do not create IO builds like a lot of the forum goers do. If you start creating new sets based on IOs, then they'd have to go back and nerf all the other sets to match the new ones to keep "the balance". Somehow I don't think that would happen.
    I agree totally that all sets have to be balanced around SOs, but if you're saying IOs should be disregarded, I disagree with that portion. All of the other sets already take IOs into account, so no nerfing of them would have to happen when creating a new set that hasn't already happened, or is going to happen regardless of whether a new set gets introduced or not. For example, if I'm a dev and I created a new set called, for example, Force Fields, and made it almost exactly like Invul (forget for a moment how boring and silly that would be) and the only differences were the visual animations and effects, and that every power could slot any and every set IO type, this set would be exactly as balanced with SOs as Invul is. But we all know that it would be very OP compared to Invul, so much so probably, that almost nobody would make an Invul any more. So, what I'm getting at is that yes, a set needs to be playable, fun, and able to have reasonable success with just SOs, but you have to consider IOs as well. And the Devs certainly do and have done that in the past. You don't want to create a set that can become out of proportions to the rest when IOs are included. I think, that as this is currently proposed, it does that. Not to a huge degree like my intentionally over the top example, but I think as it is it would be by far the strongest tank set all around if you could afford to IO it heavily. Maybe if you lost any place to slot Def, or lost toxic, or, well, there are probably 30 ways to balance it, and yet still keep the feel and uniqueness you're going for.


    Quote:
    Originally Posted by Jebe_the_Pirate View Post
    Now THAT would be awesomely awesome awesomesauce.
    I think that that is the trap that player designed Sets almost always fall into. Obviously, you create something you want to play. So, you start putting in things you want. And it becomes a wish list/all-star lineup of things that, taken individually, aren't unreasonable, but as a combined whole, become a lot more than the sum of their parts. This ends up making an OP set.

    Resist sets are nice, because of all the goodies IOs can add to them. So people want to make their new sets resist. Check. Regen debuff would be awesome. Check. It's gotta have a def power or two, so you can end up with 5 LotGs without total pool reliance. Check. It needs a damage aura, of the least resisted type of damage in the game. Check. Gotta have a good start to the Psi resistance, so I can have the psi hole many sets are prone to able to be fully plugged via some Impervium Armor globals and smart set choices. Check. Gotta have a decent base toxic resist since that's hard to plug via IOs. Check. It must have -End and -recovery, so sappers aren't a pain. Check. Make sure to include debuff resistance. Check. Needs a power that ramps up the global damage bonus so I'm not stuck being a defensive tank. Check. Needs some recharge love. Check. Needs recovery love. Check. Needs regen or a self heal. Check. And a self-rez... That does damage... Of the least resisted type in the game..... And has a built in mez... Check. (I'll admit that you considered changing the damage type to energy on the self rez, but it's still very close to Darks then, without the drawback of darks self rez). I mean, what doesn't this set have? And is it in line with the holes in the other sets? I don't think so as it stands.

    So, I think if you start asking yourself, not what would be awesomesause, but what is absolutely necessary for the theme, and basic playability and try to lose some of the extras, you might be better off from a balance standpoint.

    That is not to say that I don't think this set can work given some changes,and still be quite awesome, fun, and unique, but it probably won't get there if achieving awesomesauciness is your main guiding principle.

    I really like this concept, and hope the devs consider it, but I think our chances of it seeing the inside of the game go up is we show them that it can be well balanced. And so I hope my critiques don't come off as just bashing, but as a genuine desire to help it get there..
  11. Sadly, no, there isn't any slotting you can do to reduce or remove certain effects from any of your powers.
  12. Quote:
    Originally Posted by Fulmens View Post
    Note the Adam Smith phrasing: "It is not from the benevolence of the butcher, the brewer, or the baker, that we expect our dinner, but from their regard to their own self-interest. We address ourselves, not to their humanity but to their self-love, and never talk to them of our own neccessities but of their advantages."
    +Bonus points for the Wealth of Nations reference and quote.
  13. Quote:
    Originally Posted by Ice_Ember View Post
    I have been wanting a rad armor set for a long time. I will have to look over the posting more to comment, but so far looks nice.

    I envisioned a mixed resist/defense set with a -damage aura.
    That would probably work fairly nicely.
  14. I like the concept a lot. I definitely think a couple more sets are needed for tanks (and a few other ATs too).

    That said, I think it's fairly overpowered as written. Maybe not in a purely SO world, which the devs claim to balance everything around, but we all know it's not a pure SO world any more. Maybe if some of the powers had huge end costs, such that all the toggles just can't ever all be run at once (at least not and still attack) or if a lot of the powers didn't take set IOs, only generic IOs, it could work and be balanced, but not if the powers have more normal endurance consumption rates. The heavy Endurance solution probably wouldn't work, as that would make the set all but unplayable with SOs and a nightmare pre SOs.

    To address your specific questions..

    A. Probably not, but not because it's uninteresting, but mostly because I'd be expecting a huge nerf to change the set up a lot, so I'd just wait. If you mean would I play a radiation themed set at all though, for sure!
    B. Nope.
    C. I think I'd change it from toxic to energy, in every place, as that fits the theme better, and would make it less overpowered. The tier 8 should probably be a Quickness clone, or a Fury-esque thing, or a QR clone, but not all 3 in one power. If it is going to be all 3, it should be a long recharge click, maybe even with a crash. The tier 9 should be just a self targeted version of Mutation, not also a variant of Rise of the Phoenix on top of that. Maybe drop the Psi from the tier 4. That would probably be a great start.
    D. (I know, you didn't have a D, but I'll use D to state what I really like) I love the -regen aura idea. Totally love that concept. Not sure what numbers would be best, but I think perhaps, like some powers a base set of numbers, plus more vs, Lts, maybe even scaling up higher for Bosses, then EBs, and AVs. I'd probably not want the top end to hit AVs as hard as Lingering Rad, as I wouldn't want it to replace the support sets, but a hefty chunk would be fine.
    E. Pretty much, yes. The tiers seem fine, and make sense.
    F. Hard to say,and it would depend on how the other reworks happened.
    G. I think I've covered this well enough elsewhere in this post.
    H. They seem pretty good as is, but that also would be all dependent on how or what other changes are made.. Obviously if you made the tier 8 a Quickness, it shouldn't take End Mod stuff any more, for example. That said, each powers slotting make sense considering only that power alone in a void.

    All things considered, I love the concepts, and some of the specific ideas (like the -regen aura) but don't foresee it coming soon without some major re-balancing. Of course, you did already say it's far from a final product, too.. I think that it may work better, and be easier to fit the theme and the direction you're trying to go in, perhaps as another regen type set, akin to WP, instead of being based on electric, but I don't know for sure.

    Either way, good luck, and hope you find the input helpful.
  15. I think it's always on the same server the 1st Tuesday of a given month. If I recall, that's Champion. I'd look at last months TT schedule and assume that it's 1st is going to be the same, but as I'm not in charge, and can't do anything without my day planner, I wouldn't want to solely take my word for it. Let's hope some others weigh in.
  16. Yes, Taunt IOs enhance taunt duration. But, according to Mid's, Shiver won't accept Taunt IOs or the taunt Set IOs. If that's wrong, though, (I can't test it in game easily) I'd say that plan would be great.
  17. Madadh

    Epicness??

    I'm quite surprised that nobody has mentioned Kinetic Melee yet. Quite flashy, especially if you make good use of the power customization. Perhaps paired with Fire Armor, as someone mentioned.
  18. I'd say I agree with the advice of Garent and Drag 100%. Not that you can use both builds the suggested at the same time, but they are both very solid. I'd use a slight variant of the build Garent posted (I think it was his I used as a starting spot).

    I've found I really like Thunderclap, especially on teams. If I don't want to use Hurricane (as in some cases the scatter is a pain) Thunderclap gives some nice mitigation in my local area. Folow with Hail of Bullets into mostly stunned critters at your leisure then. Also, adding Thunderclap allows you to pickup some Recovery, which you may want for those times when you need Hurricane long term, and some more recharge by using the Stupefy set, or AA if you want to throw some purples on this build.

    I mixed and matched in O2 to get some more recovery and a lot more recharge for only a little reduction in the heal value and end cost. I find the end cost of O2 mostly irrelevant, unless I am using it non-stop,and when that happens, the day is most likely already lost, and if not, you're better off cutting lose with as much storm fury in the form of tornadoes, hurricanes, lightning, and FR as you can, not healing. But, there are many times 2 quick heals are needed, either on the same person, or 2 teammates at the same time. For those times, the faster cycling seems to me to make a big difference.

    Lastly, I find freezing rain the central power of the set. So I slot it very aggressively. Doing so I was able to get you a debuff proc and damage proc in it, and cap recharge, while throwing is some damage, and getting a set recovery bonus added into the mix. If you find a better spot a single slot, you can lost the 2 dmg/recharges and slot a single recharge IO. I wouldn't, tho, as I find that the damage does add up.

    Also, I didn't change it, but, I'd consider changing out Hover for CJ. Hurricane doesn't do a lot way over the heads of the baddies. Nor, Thunderstike. At least last I checked the AOE wasn't spherical, it was fairly flattened AOE, with a good side-to-side radius, but not near as big a radius from top to bottom. That said, the advantage of being off the ground is getting away from stuff, but that also often takes you outside the range of some of your PBAOEs. And potentially puts you above your teammates by enough that they no longer get any benefit from your leadership, or steamy mist. Can it be done, yes, but it takes lot more effort and attention.

    Hero Plan by Mids' Hero Designer 1.90
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    High Plains Specter: Level 50 Mutation Defender
    Primary Power Set: Storm Summoning
    Secondary Power Set: Dual Pistols
    Power Pool: Medicine
    Power Pool: Speed
    Power Pool: Flight
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: O2 Boost
    • (A) Miracle - Heal/Recharge: Level 40
    • (33) Miracle - Heal/Endurance/Recharge: Level 40
    • (33) Numina's Convalescence - Heal/Recharge: Level 50
    • (33) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
    Level 1: Pistols
    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (3) Thunderstrike - Damage/Endurance: Level 50
    • (45) Thunderstrike - Damage/Recharge: Level 50
    • (45) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (46) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (46) Thunderstrike - Damage/Endurance/Recharge: Level 50
    Level 2: Dual Wield
    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (27) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (29) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (29) Thunderstrike - Damage/Endurance/Recharge: Level 50
    • (34) Thunderstrike - Damage/Endurance: Level 50
    • (34) Thunderstrike - Damage/Recharge: Level 50
    Level 4: Empty Clips
    • (A) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (5) Positron's Blast - Damage/Endurance: Level 50
    • (5) Positron's Blast - Damage/Recharge: Level 50
    • (15) Positron's Blast - Accuracy/Damage: Level 50
    • (15) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 6: Steamy Mist
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (7) Luck of the Gambler - Defense: Level 50
    • (7) Luck of the Gambler - Defense/Endurance: Level 50
    • (9) Steadfast Protection - Resistance/Endurance: Level 30
    • (11) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (13) Steadfast Protection - Knockback Protection: Level 30
    Level 8: Freezing Rain
    • (A) Touch of Lady Grey - Chance for Negative Damage: Level 50
    • (9) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
    • (11) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
    • (17) Achilles' Heel - Chance for Res Debuff: Level 20
    • (40) Positron's Blast - Damage/Recharge: Level 50
    • (42) Detonation - Damage/Recharge: Level 50
    Level 10: Swap Ammo
    Level 12: Hurricane
    • (A) Dark Watcher's Despair - To Hit Debuff: Level 50
    • (13) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance: Level 50
    • (19) Dark Watcher's Despair - Recharge/Endurance: Level 50
    • (21) Dark Watcher's Despair - To Hit Debuff/Endurance: Level 50
    Level 14: Stimulant
    • (A) Interrupt Reduction IO: Level 50
    Level 16: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (17) Recharge Reduction IO: Level 50
    Level 18: Thunder Clap
    • (A) Stupefy - Accuracy/Recharge: Level 50
    • (19) Stupefy - Endurance/Stun: Level 50
    • (21) Stupefy - Accuracy/Endurance: Level 50
    • (25) Stupefy - Stun/Range: Level 50
    • (31) Stupefy - Accuracy/Stun/Recharge: Level 50
    Level 20: Hover
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 22: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (23) Luck of the Gambler - Defense: Level 50
    • (23) Luck of the Gambler - Defense/Endurance: Level 50
    • (31) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 24: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    Level 26: Tornado
    • (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
    • (27) Touch of Lady Grey - Chance for Negative Damage: Level 50
    • (37) Expedient Reinforcement - Accuracy/Damage: Level 50
    • (39) Expedient Reinforcement - Damage/Endurance: Level 50
    • (39) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
    • (39) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
    Level 28: Bullet Rain
    • (A) Positron's Blast - Accuracy/Damage: Level 50
    • (31) Positron's Blast - Damage/Endurance: Level 50
    • (34) Positron's Blast - Damage/Recharge: Level 50
    • (40) Positron's Blast - Accuracy/Damage/Endurance: Level 50
    • (40) Positron's Blast - Chance of Damage(Energy): Level 50
    Level 30: Executioner's Shot
    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (48) Thunderstrike - Damage/Endurance: Level 50
    • (48) Thunderstrike - Damage/Recharge: Level 50
    • (50) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (50) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (50) Thunderstrike - Damage/Endurance/Recharge: Level 50
    Level 32: Lightning Storm
    • (A) Thunderstrike - Accuracy/Damage: Level 50
    • (36) Thunderstrike - Damage/Endurance: Level 50
    • (36) Thunderstrike - Damage/Recharge: Level 50
    • (36) Thunderstrike - Accuracy/Damage/Recharge: Level 50
    • (37) Thunderstrike - Accuracy/Damage/Endurance: Level 50
    • (37) Thunderstrike - Damage/Endurance/Recharge: Level 50
    Level 35: Snow Storm
    • (A) Endurance Reduction IO: Level 50
    Level 38: Hail of Bullets
    • (A) Obliteration - Damage: Level 50
    • (42) Obliteration - Accuracy/Recharge: Level 50
    • (42) Obliteration - Damage/Recharge: Level 50
    • (43) Obliteration - Accuracy/Damage/Recharge: Level 50
    • (43) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
    • (43) Obliteration - Chance for Smashing Damage: Level 50
    Level 41: Conserve Power
    • (A) Recharge Reduction IO: Level 50
    Level 44: Temp Invulnerability
    • (A) Aegis - Resistance: Level 50
    • (46) Aegis - Resistance/Endurance: Level 50
    • (48) Aegis - Resistance/Endurance/Recharge: Level 50
    Level 47: Vengeance
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 49: Assault
    • (A) Endurance Reduction IO: Level 50
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Vigilance
    Level 10: Chemical Ammunition
    Level 10: Incendiary Ammunition
    Level 10: Cryo Ammunition
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Empty
    Level 2: Hurdle
    • (A) Empty
    Level 2: Health
    • (A) Miracle - +Recovery: Level 40
    • (45) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (3) Endurance Modification IO: Level 50
    ------------
    Set Bonus Totals:
    • 6% DamageBuff(Smashing)
    • 6% DamageBuff(Lethal)
    • 6% DamageBuff(Fire)
    • 6% DamageBuff(Cold)
    • 6% DamageBuff(Energy)
    • 6% DamageBuff(Negative)
    • 6% DamageBuff(Toxic)
    • 6% DamageBuff(Psionic)
    • 4.875% Defense(Smashing)
    • 4.875% Defense(Lethal)
    • 6.125% Defense(Fire)
    • 6.125% Defense(Cold)
    • 18% Defense(Energy)
    • 18% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 18% Defense(Ranged)
    • 4.563% Defense(AoE)
    • 3% Enhancement(Stun)
    • 65% Enhancement(RechargeTime)
    • 64% Enhancement(Accuracy)
    • 21% FlySpeed
    • 87.75 HP (8.628%) HitPoints
    • 21% JumpHeight
    • 21% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Confused) 2.5%
    • MezResist(Held) 2.5%
    • MezResist(Immobilize) 2.5%
    • MezResist(Sleep) 2.5%
    • MezResist(Stun) 4.7%
    • MezResist(Terrorized) 2.5%
    • 22% (0.367 End/sec) Recovery
    • 42% (1.783 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 26% RunSpeed



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  19. Oh, dilemma of dilemmas! I've been meaning to get some time in leveling my Invul tank (Invul/Ice), but my lvl 50 tank needs shards, and an all Fire tank ITF sounds fun and shard-worthy...

    Decisions, decisions......
  20. Quote:
    Originally Posted by Diggis View Post
    I hate seeing this... Flyers can still fly, Speedsters can still speed and Jumpers can still jump but my poor TPers have to run out.

    One one of the clone missions redside you have to get out of a burning building and it took ages for me to try and figure out why I couldn't TP across the room on my MM. I like TP, it's fun. Please find a way to supress recall friend et al without supressing self TP!

    While it's not a huge deal to me, I gotta agree with this position. Is there any other time that someone is punished or restricted just because they selected the ideal power for a given situation? It'd be like having your self heals suppressed when below 75% health. ""Oh, yes, you can use that heal in mundane situations, but when things are critical, it'll be turned off.." (I know, that's a extreme simplification, but it is sorta the same.) If someone spends a precious power slot on a power because they feel it'll be very helpful in certain situations, and then find it suppressed in just those situations I can well imagine they'd be a bit miffed. I think it's the temp/vet powers that make this a real problem. Why not suppress just those in this instance? (Although, I do realize that there are probably some serious technical obstacles in the way.)
  21. For purposes of testing the new changes to the Ramiel arc, is his arc available in Flashback? If not, if all ones 50s had completed the arc, how would you test it solo? Does anyone have suggestions on that?

    **Edit** For the record, I just tried to find it in the flashback list, and it isn't there. Was fairly sure it wouldn't be, but thought I'd confirm, and share what I found.
  22. Quote:
    Originally Posted by Scootertwo View Post
    I have a /rad and a DK/SD scrapper.
    I'm probably just out of the loop on the lingo, but can't figure out what a DK/ scrapper is.
  23. Quote:
    Originally Posted by TrueMetal View Post
    Breakfrees. Use them.
    I'll just reiterate that this comment is as groundless as it was before.

    Quote:
    Originally Posted by TrueMetal View Post
    If you can't play at higher level enemies or increased spawn sizes without dieing, then Don't. Simple.
    The point is that at base levels there is a statistically significant chance that even a very skilled player, that has spent a TON on a support AT could have everything turn on 1 event. Yes, there are breakfrees available for this situation, but as the amount of mez has proliferated, the amount of breakfrees able to be carried hasn't also gone up (or the duration on each hasn't gone up). If this was an issue that was consistent, or even more consistent across ATs, then there wouldn't be a discussion.

    Quote:
    Originally Posted by TrueMetal View Post
    I played 4 corruptors (dark/dark, ice/kin, ene/sonic, fire/pain) and a defender (rad/rad) to 50 and have twice that number on lower levels and I really don't see the big fuss people are throwing over mezzes.
    First, it's not a really a big fuss. It would be a nice, welcome change to try some adjustment to the way mez is in the game. It seems like there are several ways that may work for this. Some people may a preference for one idea or another, but I don't think most are set on one idea. It's far from a fuss to say, "X is out of balance some,and often causes frustration. Not something most people would quite the game over, but it would be a nice QoL change for the people that play support types.

    But, the reason it's come up at all, if by, "big fuss," you mean, 'raised the issue,' is that almost everything else, you can do with any AT, if you want to, but APP/PPP power selection, or careful IOing. Mez protection is the one area you can't. Wanna blast with a tank? You can. Wanna heal others with a Brute? No prob. Wanna mez with a scrapper? Sure thing. Soft cap a blaster, like a SR scrapper? Easy (maybe expensive, but...).
    2/3 the ATs have some mez redress already, so it's not likely gonna be game breaking to look at mezzes again.
    And, to further add why it's specifically mezzes and not something else, is that there is a frustration factor of not being able to do anything at all. It's even worse if you can't do anything at all, and are vulnerable. And if proactive defense IS your defense, then getting mezzed is akin to getting all your toggles dropped. Which was so frustrating for tanks and scraps and brutes (even as rarely as they get mezzed) that players lobbied to get that changed, successfully, and justly so.

    I'm glad you leveled your corruptors and defender when it wasn't an issue, back when mezzes were rarer. Or that you played only in situations that minimized the effect. Or that you just plain got very lucky. Regardless, it is an issue. Not a huge one. I'm not planning on quitting the game, or even playing certain ATs less. Some people might, but I can't speak for them on that. But, several people have explained the issue quite eloquently, if you wanted to reread through most of the discussion.

    I've played 6 defenders and 3 controllers to 50. And about 45 other supports ATs (Corrs, Defs, and Trollers). And I didn't find it an issue either for the first 3 or 4 years I played this game. It really only changed fairly recently. But, if you started playing your support ATs again,and found you were getting mezzed just the right amount for your particular tastes, I'm sure you wouldn't have to slot any theoretical IO they added. Or you wouldn't have to respec into theoretical APP mez protection powers. But I'm fairly confident that if you started playing any of the alts you mentioned again with any regularity, and realized that there is a difference now, and some form of mez protection were made available, you'd seek it out.
  24. Quote:
    Originally Posted by Ironblade View Post
    "Pigeonholing" is a very negative and biased term.

    What I said was that differentiation of the AT's was important. If everyone has mez protection, then that is one less area in which they differ.
    Very fair point. I apologize. I try not to let any biases get in the way, but obviously fail from time to time. Thanks for calling me on it.

    To your other point:
    That the ATs are different from each other surely is important. But they don't all need to be differnt in all regards, and the quality of the differences is important, too. Blasters blast, as do several other ATs. We don't feel the need to keep ranged, primarily damaging attacks away from other ATs. In fact, I can't think of ANY AT that can't get a single target, ranged attack that is mostly damage dealing. It's the amount of damage that they do that differentiates the ATs, and at what level they gain access to this ability.

    Certainly, if everyone has access mez protection, then they no longer differ in whether or not they have access to mez protection. I don't think that is a difference that makes the game better. So therefore, keeping that difference, prevents the game from being better. I would not advocate the same type or degree or magnitude of protection, nor that the level of availability should be the same. I think that is a much better way to differentiate the ATs.